I have a simple puzzle game. There is an image consisting of 16 tiles (randomly placed). Images are stored in an array and when game is launched they're added to main JPanel.
Game works in this way : Each image has atributes 'place' and 'number'. 'Place' is the current place on grid (either correct or not) and 'number' is the desired place for the image. When a user clicks image their 'place' and 'number' attributes are checked. If they match nothing happens. If not game checks if any image is currently in memory. If there is none, then this image's 'place' and 'number' are stored. If there is some image in memory, then the currently clicked image's 'plac'e is checked with stored image's 'number'. When they match - their places are exchanged. This part works properly. But now, I'm calling addComponent method on my JPanel with updated images and simply nothing happens. Shouldn't the new images be added to JPanel replacing the old ones ?
package Bonus;
import javax.swing.*;
import java.util.Random;
import java.awt.event.*;
import java.awt.*;
class Puzzle extends JPanel implements ActionListener {
private int selected_nr=-1;
private int selected_pl=-1;
private boolean memory=false;
private static Img[] images;
public Puzzle(){
JFrame f = new JFrame("Smile");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(this);
f.setSize(252,252);
f.setVisible(true);
setLayout(new GridLayout(4, 4));
images = new Img[16];
int[] buttons = new int[16];
for(int i=0; i<16; i++){
buttons[i] = i;
}
int rand;
int temp;
Random random;
random = new Random(System.currentTimeMillis());
for (int i = 0; i < buttons.length; i++) {
rand = (random.nextInt() & 0x7FFFFFFF) % buttons.length;
temp = buttons[i];
buttons[i] = buttons[rand];
buttons[rand] = temp;
}
for (int i = 0; i < 16; i++) {
images[i] = new Img(i, buttons[i]);
}
addComponents(images);
}
public void addComponents(Img[] im){
this.removeAll();
for(int i=0; i<16; i++){
im[i].addActionListener(this);
im[i].setPreferredSize(new Dimension(53,53));
add(im[i]);
}
this.validate();
}
public void actionPerformed(ActionEvent e) {
Img b = (Img)(e.getSource());
int num = b.getNumber();
int pl = b.getPlace();
if(!(b.rightPlace())){
if(memory){
if(pl == selected_nr){
images[pl].setPlace(selected_pl);
images[selected_pl].setPlace(selected_nr);
selected_nr = -1;
selected_pl = -1;
memory = false;
addComponents(images);
}
else{
System.out.println("Try other image");
}
}
else{
memory = true;
selected_nr = num;
selected_pl = pl;
}
}
else{
System.out.println("OK !");
}
}
public static void main(String args[]) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
new Puzzle();
}
});
}
}
class Img extends JButton {
int number;
int place;
ImageIcon img;
public Img(int p, int n){
number = n;
place = p;
img = new ImageIcon("u"+number+".jpg", BorderLayout.CENTER);
setIcon(img);
}
public boolean rightPlace(){
boolean correct=false;
if(number == place){
correct = true;
}
return correct;
}
public void setPlace(int i){
place = i;
}
public int getNumber(){
return number;
}
public int getPlace(){
return place;
}
}
EDIT: Changed the code to use the answers, but still no luck. addComponents() gets updated images[] but doesn't revalidate them.
Rather than relying on precut image files, here's an example of slicing an existing image and shuffling the resulting pieces. It combines the helpful (+1) suggestions of both #Frederick and #akf.
import java.awt.EventQueue;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
public class ImageLabelPanel extends JPanel implements ActionListener {
private static final int N = 4;
private final List<JLabel> list = new ArrayList<JLabel>();
private final Timer timer = new Timer(1000, this);
ImageLabelPanel() {
this.setLayout(new GridLayout(N, N));
BufferedImage bi = null;
try {
bi = ImageIO.read(new File("image.jpg"));
} catch (IOException e) {
e.printStackTrace();
}
for (int r = 0; r < N; r++) {
for (int c = 0; c < N; c++) {
int w = bi.getWidth() / N;
int h = bi.getHeight() / N;
BufferedImage b = bi.getSubimage(c * w, r * h, w, h);
list.add(new JLabel(new ImageIcon(b)));
}
}
createPane();
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(this);
f.pack();
f.setVisible(true);
timer.start();
}
private void createPane() {
this.removeAll();
for (JLabel label : list) add(label);
this.validate();
}
#Override
public void actionPerformed(ActionEvent e) {
Collections.shuffle(list);
createPane();
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new ImageLabelPanel();
}
});
}
}
You are adding all of your components again to your JPanel without actually removing any of them. In your addComponents() method, I would first call removeAll(). You might want to rename that method to highlight the side-effects, as it no longer would only be adding components. Perhaps, resetComponents() would be better.
After changing the components, you need to 'refresh' the Swing component by calling invalidate() or revalidate().
Related
Im creating a program in which I must from time to time reset a button Array and display it on a jPanel. The function below adds the jButtons to my panel and displays them perfectly the first time that it is called, but from then on, every time I call it (after emptying the jButton array and applying .removeAll() to the panel) it wont let me change the background color of the jButton. Some assistance to help me find out why this is would be great, thanks.
import java.awt.*;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.io.IOException;
import java.io.InputStream;
import java.util.ArrayList;
import java.util.Collections;
import javafx.scene.layout.Border;
import javax.swing.*;
/**
*
* #author Luis
*/
public class MineSweeper extends JFrame implements ActionListener {
int int_dim = 11;
int int_cellsShown = 0;
JButton[][] arr_btnField = new JButton[int_dim][int_dim];
int[][] arr_solution = new int[int_dim][int_dim];
Color[] clr_palette = {Color.white, new Color(0X00, 0X94, 0XFF), new Color(0X00, 0X26, 0XFF), new Color(0X00, 0XAA, 0X0A), Color.red, Color.MAGENTA, new Color(0XFF, 0X00, 0X00), new Color(0X9B, 0X00, 0X00)};
boolean bool_change = false;
boolean bool_won = false;
boolean bool_firstround = false;
javax.swing.border.Border border = BorderFactory.createLineBorder(Color.darkGray, 1, true);
MenuBar menu_bar;
Menu menu;
MenuItem optionNew;
//boolean[][] arr_boolShowed=new boolean[int_dim][int_dim];
int int_mines = 8;
ArrayList<Integer> arl_field = new ArrayList<Integer>();
JPanel jpanel = new JPanel();
JPanel jpanel2 = new JPanel();
//ArrayList<Boolean> arl_boolShowed = new ArrayList<Boolean>();
/**
* #param args the command line arguments
*/
public MineSweeper() throws FontFormatException, IOException {
resetGame();
//JFrame frame = new JFrame("");
this.getContentPane().add(jpanel);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setResizable(true);
this.setTitle("Minesweeper");
this.pack();
this.setLocationRelativeTo(null);
this.setVisible(true);
this.setSize(500, 500);
menu_bar = new MenuBar();
menu = new Menu("File");
optionNew = new MenuItem("Win");
optionNew.addActionListener(this);
menu.add(optionNew);
menu_bar.add(menu);
this.setMenuBar(menu_bar);
}
public void resetGame() {
jpanel.removeAll();
arl_field.clear();
arr_btnField = new JButton[int_dim][int_dim];
arr_solution = new int[int_dim][int_dim];
bool_change = false;
bool_won = false;
//arl_field = new ArrayList<Integer>();
for (int i = 0; i < arr_solution.length; i++) {
for (int j = 0; j < arr_solution[i].length; j++) {
arr_solution[i][j] = 1;
}
}
jpanel.setLayout(new GridLayout(0, int_dim));//if(bool_firstround==false)jpanel.setLayout(new GridLayout(0,int_dim));
for (int i = 0; i < arr_btnField.length; i++) {
for (int j = 0; j < arr_btnField[i].length; j++) {
arr_btnField[i][j] = new JButton();////if(bool_firstround==false)arr_btnField[i][j] = new JButton();//arl_field.get(i*int_dim+j)+"");
arr_btnField[i][j].setText("");
arr_btnField[i][j].setBackground(new Color(0X00, 0X94, 0XFF));
arr_btnField[i][j].setBorder(border);
arr_btnField[i][j].setForeground(clr_palette[1]);
arr_btnField[i][j].addMouseListener(listener);
arr_btnField[i][j].setFocusable(false);
jpanel.add(arr_btnField[i][j]);
}
}
jpanel.revalidate();
jpanel.repaint();
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
try {
new MineSweeper();
UIManager.setLookAndFeel(
UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
}
});
}
MouseListener listener = new MouseListener() {
#Override
public void mouseClicked(MouseEvent e) {
}
#Override
public void mousePressed(MouseEvent e) {
outerloop:
for (int i = 0; i < arr_btnField.length; i++) {
for (int j = 0; j < arr_btnField[i].length; j++) {
if (e.getSource() == arr_btnField[i][j]) {
if (SwingUtilities.isLeftMouseButton(e)) {
labelText(i, j);
}
if (SwingUtilities.isRightMouseButton(e)) {
arr_btnField[i][j].setBackground(Color.red);
}
//bool_won=false;
break outerloop;
}
}
}
}
#Override
public void mouseReleased(MouseEvent e) {
}
#Override
public void mouseEntered(MouseEvent e) {
if (bool_won == true)
gameWon();
}
#Override
public void mouseExited(MouseEvent e) {
}
};
public void labelText(int i, int j) {
if (bool_won == false) {
arr_btnField[i][j].setText("1");
arr_btnField[i][j].setBackground(Color.white);
if (arr_btnField[i][j].getBorder() == border) {
int_cellsShown++;
System.out.println("Cells shown: " + int_cellsShown);
if (int_cellsShown >= (int_dim * int_dim - int_mines)) {
bool_won = true;
}
}
if (bool_won == false)
arr_btnField[i][j].setBorder(BorderFactory.createLineBorder(Color.darkGray, 1, true));
}
}
public void gameWon() {
int dialogResult = JOptionPane.showConfirmDialog(null, "You Won! Do you want to start a new game?", "Congratulations!", JOptionPane.YES_NO_OPTION);
if (dialogResult == JOptionPane.YES_OPTION) {
bool_won = false;
int_cellsShown = 0;
resetGame();
}
}
#Override
public void actionPerformed(ActionEvent e) {
int_cellsShown = 0;
int_dim++;
resetGame();
for (int i = 0; i < arr_btnField.length; i++) {
for (int j = 0; j < arr_btnField[i].length; j++) {
arr_btnField[i][j].setBackground(Color.red);
}
}
}
}
Display after the first time:
Display after the second time:
I invoke .revalidate in the fourth line of the method.
That doesn't do anything since there on no components added to the panel. The revalidate() needs to be done AFTER the components have been added.
The displayed panel is not jpanel, the displayed panel is jpanel2, thats why I assign jpanel2 to the value of jpanel in the end of the method.
You can't just change a reference and expect the components to be moved from one panel to another.
The components need to be added to the panel that is added to the GUI.
Edit:
First of all Swing components start with "J". Don't use AWT components (MenuBar, Menu, MenuItem) in a Swing application.
The problem is your LAF:
new MineSweeper();
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
The components are created with the current LAF. When you first create the game, the default LAF is used to create all the buttons (and other components). This LAF allows you to change the background color of the buttons.
However, then you change the LAF. So when you reset the game board the buttons are now created with the System LAF. This LAF apparently does not allow you to change the background color of the button.
This should be easy to test. Create a GUI:
//UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
JButton button = new JButton("testing");
button.setBackground(Color.RED);
JFrame frame = new JFrame("SSCCE");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add( button );
frame.pack();
frame.setLocationByPlatform( true );
frame.setVisible( true );
First test the code as above to see if the background of the button changes.
Then uncomment the LAF change and retest.
A possible solution so you are not dependent on the LAF is to use an Icon to represent the background color of the button. Then you can center any text on top of the Icon. Something like:
import java.awt.*;
import javax.swing.*;
public class ColorIcon implements Icon
{
private Color color;
private int width;
private int height;
public ColorIcon(Color color, int width, int height)
{
this.color = color;
this.width = width;
this.height = height;
}
public int getIconWidth()
{
return width;
}
public int getIconHeight()
{
return height;
}
public void paintIcon(Component c, Graphics g, int x, int y)
{
g.setColor(color);
g.fillRect(x, y, width, height);
}
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGUI();
}
});
}
public static void createAndShowGUI()
{
JPanel panel = new JPanel( new GridLayout(2, 2) );
for (int i = 0; i < 4; i++)
{
Icon icon = new ColorIcon(Color.RED, 50, 50);
JLabel label = new JLabel( icon );
label.setText("" + i);
label.setHorizontalTextPosition(JLabel.CENTER);
label.setVerticalTextPosition(JLabel.CENTER);
panel.add(label);
}
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.getContentPane().add(panel);
f.setSize(200, 200);
f.setLocationRelativeTo( null );
f.setVisible(true);
}
}
Yep, I too just noticed, that the problem is here:
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
try {
new MineSweeper();
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
}
});
}
If you comment out the UIManager line, your code works. This line is only valid after the GUI has been created, and so doesn't take effect until new components are created. Note that I was working on minimizing your code to discover this, and was cutting out code to see what caused the problem until this was all that was left.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JPanel;
import javax.swing.UIManager;
#SuppressWarnings("serial")
public class MineSweeper extends JFrame implements ActionListener {
private static final Color BTN_COLOR = new Color(0X00, 0X94, 0XFF);
int int_dim = 11;
JButton[][] arr_btnField = new JButton[int_dim][int_dim];
JMenuBar menu_bar;
JMenu menu;
JMenuItem optionNew;
JPanel jpanel = new JPanel();
public MineSweeper() {
resetGame();
this.getContentPane().add(jpanel);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setResizable(true);
this.setTitle("Minesweeper");
menu_bar = new JMenuBar();
menu = new JMenu("File");
menu.setMnemonic(KeyEvent.VK_F);
optionNew = new JMenuItem("Win");
optionNew.setMnemonic(KeyEvent.VK_W);
optionNew.addActionListener(this);
menu.add(optionNew);
menu_bar.add(menu);
this.setJMenuBar(menu_bar);
this.setPreferredSize(new Dimension(500, 500));
this.pack();
this.setLocationRelativeTo(null);
this.setVisible(true);
}
public void resetGame() {
jpanel.removeAll();
arr_btnField = new JButton[int_dim][int_dim];
jpanel.setLayout(new GridLayout(0, int_dim));
for (int i = 0; i < arr_btnField.length; i++) {
for (int j = 0; j < arr_btnField[i].length; j++) {
arr_btnField[i][j] = new JButton();
arr_btnField[i][j].setBackground(BTN_COLOR);
jpanel.add(arr_btnField[i][j]);
}
}
jpanel.revalidate();
jpanel.repaint();
}
#Override
public void actionPerformed(ActionEvent e) {
resetGame();
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
try {
new MineSweeper();
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
}
});
}
}
I'm trying to create a program where you press start and a new JFrame comes up with 3 buttons , you have to switch the button after you click on it using a random , I'm fairly new to java so I don't know what to do. Thank you
package code;
import java.awt.FlowLayout;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.Timer;
public class StartListener implements java.awt.event.ActionListener {
private int counter;
private Game Ga;
private JFrame z;
private int x;
public StartListener(Game a, int co){
Ga=a;
counter = co;
}
public void actionPerformed(ActionEvent e) {
Timer time = new Timer(10000,new Time(Ga));
time.start();
z = new JFrame("Sequence game");
FlowLayout fl = new FlowLayout(0, 50, 40);
z.getContentPane().setLayout(fl);
z.setVisible(true);
JButton a = new JButton("A");
Font f = a.getFont();
Font myFont = f.deriveFont(Font.BOLD, f.getSize()*4);
a.setSize(200,100);
a.setVisible(true);
JButton b = new JButton("B");
b.setVisible(true);
b.setSize(200,100);
JButton c = new JButton("C");
c.setVisible(true);
c.setSize(200,100);
z.getContentPane().add(a);
z.getContentPane().add(b);
z.getContentPane().add(c);
z.pack();
Random r = new Random();
x=r.nextInt(3);
figure(a,b,c,x,myFont,f);}
public void figure(JButton a,JButton b, JButton c, int x, Font myFont,Font f){
if(x==0){
a.setEnabled(true);
b.setEnabled(false);
c.setEnabled(false);
a.setFont(myFont);
b.setFont(f);
c.setFont(f);
x =buttonA(a);
figure(a,b,c,x,myFont,f);
;}
else if(x==1){
a.setEnabled(false);
b.setEnabled(true);
c.setEnabled(false);
a.setFont(f);
c.setFont(f);
b.setFont(myFont);
x = buttonB(b);
figure(a,b,c,x,myFont,f);
}
else if(x==2){
a.setEnabled(false);
b.setEnabled(false);
c.setEnabled(true);
a.setFont(f);
b.setFont(f);
c.setFont(myFont);
x = buttonC(c);
figure(a,b,c,x,myFont,f);
}
}
public int buttonA(JButton a){
Random r = new Random();
int rand = 0;
a.addActionListener(new Something(Ga));
rand = r.nextInt(3);
return rand;
}
public int buttonB(JButton b){
Random r = new Random();
int rand = 0;
b.addActionListener(new Something(Ga));
rand=r.nextInt(3);
return rand;
}
public int buttonC(JButton c){
Random r = new Random();
int rand=0;
c.addActionListener(new Something(Ga));
rand = r.nextInt(3);
return rand;
}
}
And here's the code for Something
package code;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class Something implements ActionListener {
private Game G;
public Something(Game a){
G = a;
}
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
G.increment();
}
}
Here's the error :
Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
at java.awt.Component.enable(Unknown Source)
at java.awt.Component.setEnabled(Unknown Source)
at javax.swing.JComponent.setEnabled(Unknown Source)
at javax.swing.AbstractButton.setEnabled(Unknown Source)
Your figure method continuously calls itself recursively forever, or until stack space runs out. Solution: get rid of those recursive calls. Also you really don't want to keep adding multiple ActionListeners on to JButtons, all this suggesting that you will want to refactor and perhaps redesign the entire program.
You will want to change the state of a field in the class, and use that field's state to decide what to do within the ActionListener.
For example:
import java.awt.Dimension;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
#SuppressWarnings("serial")
public class SwapButtons extends JPanel {
private static final Font ACTIVE_FONT = new Font(Font.DIALOG, Font.BOLD, 15);
private static final String[] BTN_TEXT = { "Monday", "Tuesday", "Wednesday" };
private static final int EXTRA_WIDTH = 50;
private List<AbstractButton> buttonList = new ArrayList<>();
private int buttonIndex = 0;
public SwapButtons() {
setLayout(new GridLayout(1, 0, 5, 0));
BtnListener btnListener = new BtnListener();
for (int i = 0; i < BTN_TEXT.length; i++) {
JButton button = new JButton(BTN_TEXT[i]);
button.addActionListener(btnListener);
buttonList.add(button); // add to ArrayList
add(button); // add to GUI
}
setActiveButton();
setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
}
#Override
public Dimension getPreferredSize() {
Dimension superSz = super.getPreferredSize();
if (isPreferredSizeSet()) {
return superSz;
}
// give preferred size extra width so gui can handle larger fonts
int prefW = superSz.width + EXTRA_WIDTH;
int prefH = superSz.height;
return new Dimension(prefW, prefH);
}
private void setActiveButton() {
// iterate through buttonList, turning on the "active" button
// as determined by the buttonIndex variable
for (int i = 0; i < buttonList.size(); i++) {
if (i == buttonIndex) {
buttonList.get(i).setFont(ACTIVE_FONT);
buttonList.get(i).setEnabled(true);
} else {
buttonList.get(i).setFont(null);
buttonList.get(i).setEnabled(false);
}
}
}
private class BtnListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
// show which button pressed
System.out.println("Button Pressed: " + e.getActionCommand());
// advance button index so that next button can be activated
buttonIndex++;
// but change index to 0 if buttonList size is reached
buttonIndex %= buttonList.size();
// activate the next button:
setActiveButton();
}
}
private static void createAndShowGui() {
SwapButtons mainPanel = new SwapButtons();
JFrame frame = new JFrame("Swap Buttons");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
First Time three random images shown on Jframe from three diffrent arrays.
even MouseClicked Method triggered but images does not refresh in Frame.
I want to refresh three random images each time i click on Frame.
Please help
import java.awt.*;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.Random;
import javax.swing.*;
public class Cards extends JFrame implements MouseListener {
public static void main(String[] args) {
JFrame frame = new Cards();
frame.setTitle("Cards");
frame.setSize(500, 500);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
new Cards();
}
public Cards() {
this.getContentPane().addMouseListener(this);
cards1();
cards2();
cards3();
}
public void cards1() {
ImageIcon[] images = new ImageIcon[10];
for (int i = 1; i < images.length; i++) {
images[i] = new ImageIcon("Drawables//Images//" + i + ".png");
}
int[] threeRandoms = new int[1];
Random ran = new Random();
for (int i = 0; i < threeRandoms.length; i++) {
threeRandoms[i] = ran.nextInt(10);
}
setLayout(new GridLayout(1, 4, 5, 5));
add(new JLabel(images[threeRandoms[0]]));
}
public void cards2() {
ImageIcon[] images = new ImageIcon[10];
for (int i = 1; i < images.length; i++) {
images[i] = new ImageIcon("Drawables//Images1//" + i + ".png");
}
int[] threeRandoms = new int[1];
Random ran = new Random();
for (int i = 0; i < threeRandoms.length; i++) {
threeRandoms[i] = ran.nextInt(10);
}
setLayout(new GridLayout(1, 4, 5, 5));
add(new JLabel(images[threeRandoms[0]]));
}
public void cards3() {
// this.getContentPane().addMouseListener(this);
ImageIcon[] images = new ImageIcon[10];
for (int i = 1; i < images.length; i++) {
images[i] = new ImageIcon("Drawables//Images2//" + i + ".png");
}
int[] threeRandoms = new int[1];
Random ran = new Random();
for (int i = 0; i < threeRandoms.length; i++) {
threeRandoms[i] = ran.nextInt(10);
}
// Labels with gridLayout
setLayout(new GridLayout(1, 4, 5, 5));
add(new JLabel(images[threeRandoms[0]]));
}
public void mouseClicked(MouseEvent e) {
System.out.println("The frame was clicked.");
new Cards();
}
public void mouseEntered(MouseEvent e) {
System.out.println("The mouse entered the frame.");
}
public void mouseExited(MouseEvent e) {
System.out.println("The mouse exited the frame.");
}
public void mousePressed(MouseEvent e) {
System.out.println("The left mouse button was pressed.");
}
public void mouseReleased(MouseEvent e) {
System.out.println("The left mouse button was released.");
}
}
I'm sorry, but I'm confused by your code. For one thing your cards1(), cards2() and cards3() methods look to be all the very same, and if so, why 3 different methods? Why not just one method? In those methods you appear to be trying to add JLabels repeatedly. Are you trying to add many many JLabels to the GUI? Or are you simply trying to display 3 images that change randomly on mouse action?
I would recommend structuring things a bit differently:
If possible, read all necessary images in once in your class's constructor, put the images into ImageIcons and then add them to an ArrayList or several ArrayLists if need be.
Don't add new JLabels each time a mouseClick occurs.
Create a JPanel give it a GridLayout and in your class constructor add to it three JLabels that are either instance fields or in an array or ArrayList.
Add this JPanel to your JFrame.
Add a MouseListener to each JLabel
in that MouseListener's mousePressed(MouseEvent e) method (not mouseClicked) randomize your number and use that number to call setIcon(...) on the JLabel source, obtained by calling getSource() on your MouseEvent parameter.
For example:
import java.awt.GridLayout;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.*;
#SuppressWarnings("serial")
public class RandomImages extends JPanel {
private static final int LABEL_COUNT = 3;
private Random random = new Random();
public RandomImages() {
setLayout(new GridLayout(1, 3));
for (int i = 0; i < LABEL_COUNT; i++) {
final List<Icon> iconList = new ArrayList<>();
// TODO: get images for the ith list
// and fill iconList with ImageIcons from the first grouping
// create JLabel and give it the first Icon from the List above
final JLabel label = new JLabel(iconList.get(0));
label.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
// get random number from random object using iconList.size()
// get random Icon from list
// set label's icon via setIcon(...)
}
});
// add to GUI
add(label);
}
}
private static void createAndShowGui() {
JFrame frame = new JFrame("RandomImages");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new RandomImages());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Concrete example 2:
import java.awt.GridLayout;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.imageio.ImageIO;
import javax.swing.*;
#SuppressWarnings("serial")
public class RandomChessMen extends JPanel {
// for this example I get a sprite sheet that holds several sprite images in it
// the images can be found here: http://stackoverflow.com/questions/19209650
private static final String IMAGE_PATH = "http://i.stack.imgur.com/memI0.png";
private static final int LABEL_COUNT = 2;
private static final int ICON_COLUMNS = 6;
private Random random = new Random();
public RandomChessMen() throws IOException {
URL url = new URL(IMAGE_PATH);
BufferedImage largeImg = ImageIO.read(url);
setLayout(new GridLayout(1, 0));
// break down large image into its constituent sprites and place into ArrayList<Icon>
int w = largeImg.getWidth() / ICON_COLUMNS;
int h = largeImg.getHeight() / LABEL_COUNT;
for (int i = 0; i < LABEL_COUNT; i++) {
final List<Icon> iconList = new ArrayList<>();
int y = (i * largeImg.getHeight()) / LABEL_COUNT;
// get 6 icons out of large image
for (int j = 0; j < ICON_COLUMNS; j++) {
int x = (j * largeImg.getWidth()) / ICON_COLUMNS;
// get subImage
BufferedImage subImg = largeImg.getSubimage(x, y, w, h);
// create ImageIcon and add to list
iconList.add(new ImageIcon(subImg));
}
// create JLabel
final JLabel label = new JLabel("", SwingConstants.CENTER);
int eb = 40;
label.setBorder(BorderFactory.createEmptyBorder(eb, eb, eb, eb));
// get random index for iconList
int randomIndex = random.nextInt(iconList.size());
Icon icon = iconList.get(randomIndex); // use index to get random Icon
label.setIcon(icon); // set label's icon
label.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
Icon secondIcon = label.getIcon();
// so we don't repeat icons
while (label.getIcon() == secondIcon) {
int randomIndex = random.nextInt(iconList.size());
secondIcon = iconList.get(randomIndex);
}
label.setIcon(secondIcon);
}
});
// add to GUI
add(label);
}
}
private static void createAndShowGui() {
JFrame frame = new JFrame("RandomImages");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
try {
frame.getContentPane().add(new RandomChessMen());
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
I have made these changes to your code:
Instead of having three methods cards1() cards2() cards3(), i have just made one cards() method.
Everytime you click on the frame, three random images get loaded.
I have set every image inside a JLabel in order to make it easy to update it.
The code below works perfectly according to your needs.
package example;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.GridLayout;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.Random;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingConstants;
import javax.swing.SwingUtilities;
public class Cards extends JFrame implements MouseListener {
JPanel subPanel1;
JLabel label1, label2, label3;
static ImageIcon[] images ;
static Random ran ;
static int[] threeRandoms;
public Cards() {
super("Cards");
subPanel1 = new JPanel();
// Set up first subpanel
subPanel1.setPreferredSize (new Dimension(400, 400));
//subPanel1.setBackground (Color.cyan);
label1 = new JLabel ("image 1",SwingConstants.CENTER);
label2 = new JLabel ("image 2", SwingConstants.LEFT);
label3 = new JLabel ("image 3", SwingConstants.CENTER);
subPanel1.add (label1);
subPanel1.add (label2);
subPanel1.add (label3);
add(subPanel1);
addMouseListener(this);
setSize(500, 500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setLocationRelativeTo(null);
setVisible(true);
System.out.println("Success.....");
}
public void cards() {
for (int i = 0; i < threeRandoms.length; i++)
threeRandoms[i] = ran.nextInt(3);
label1.setIcon(images[threeRandoms[0]]);
label2.setIcon(images[threeRandoms[1]]);
label3.setIcon(images[threeRandoms[2]]);
}
#Override
public void mouseClicked(MouseEvent e) {
System.out.println("mouseClicked");
cards();
}
#Override
public void mouseEntered(MouseEvent e) {
System.out.println("mouseEntered");
}
#Override
public void mouseExited(MouseEvent e) {
System.out.println("mouseExited");
}
#Override
public void mousePressed(MouseEvent e) {
System.out.println("mousePressed");
}
#Override
public void mouseReleased(MouseEvent e) {
System.out.println("mouseReleased");
}
public static void loadImages(){
images = new ImageIcon[4];
ran = new Random();
threeRandoms = new int[3];
for (int i = 1; i <= images.length; i++) {
images[i-1] = new ImageIcon("Drawables//Images//" + i + ".png");
}
}
public static void main(String[] args) {
loadImages();
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new Cards();
}
});
}
}
I am gonna re-post this questione again trying to be more precise and hoping I will get some help because this is driving me crazy. I am developing a board game with up to 6 player, each one with a different colored pawn. I have the following image that is loaded in BufferedImage arrays treating it as a sprite:
and this is the relative code, putting each face of each colored die in a position in the BufferedImage[]:
private BufferedImage[] initAnimationBuffer() {
BufferedImage[] result = new BufferedImage[36];
for (int i = 0; i < 6; i++) {
for (int j = i; j < 6 + i; j++)
result[i + j] = DieSprite.getSprite(j, i, 0);
}
return result;
}
Then each player, according to his color, wil have also the following matrix containing the faces of his color according to the obtained die value/position. In other words this matrix contains "a line" of the image and it is indexed by value:
private BufferedImage[][] initExactDieFaces() {
BufferedImage[][] result = new BufferedImage[6][1];
int row = -1;
String myColor = this.coreGame.getMyPartecipant().getColor();
if (myColor.equals(Constants.COLOR[0])) {
row = 0;
} else if (myColor.equals(Constants.COLOR[1])) {
row = 2;
} else if (myColor.equals(Constants.COLOR[2])) {
row = 4;
} else if (myColor.equals(Constants.COLOR[3])) {
row = 1;
} else if (myColor.equals(Constants.COLOR[4])) {
row = 5;
} else if (myColor.equals(Constants.COLOR[5])) {
row = 3;
}
int offset = 0;
for (int i = 0; i < 6; i++) {
result[i][0] = DieSprite.getSprite(row, i, offset);
offset += 2;
}
return result;
}
What I want is the following:
-when the "flip die" button is pressed, I want that (for example) 20 random die faces are shown (they should be taken from the first array, AnimationBuffer) in a specific JLabel inside a JPanel
-as soon as the previous animation has finished, I want that the obtained result of the launch of the die is shown (according to the color pawn, taken from ExcatDieFaces).
To get this I know that I need Swing Timer but I am not able to put it all together; here's some code of the startAnimationDie method which is called when the "flip die" button is pressed:
private void startAnimationDie(final JPanel dieContainer) {
final BufferedImage[] animationBuffer = initAnimationBuffer();
final BufferedImage[][] exactDieFaces = initExactDieFaces();
final AnimationSprite animation = new AnimationSprite(
animationBuffer, Constants.DIE_ANIMATION_SPEED);
/* getting launch value fromt the core Game */
int launchResult = coreGame.launchDie();
coreGame.getMyPartecipant().setLastLaunch(launchResult);
final Timer timer = new Timer(250, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
dieContainer.removeAll();
dieContainer.updateUI();
animation.start();
JLabel resultDie = new JLabel();
resultDie.setBounds(60, 265, Constants.DIE_SIZE,Constants.DIE_SIZE);
resultDie.setIcon(new ImageIcon(animationBuffer[new Random().nextInt(36)]));
dieContainer.add(resultDie);
dieContainer.updateUI();
updateUI();
repaint();
}
});
/* animation begins, rolling faces are shown each time the Timer ends*/
for(int i = 0; i<20; i++)
timer.start()
/* showing the final face according to the pawn color and the obtained result from the launch */
dieContainer.removeAll();
dieContainer.updateUI();
AnimationSprite resultAnimation = new AnimationSprite(exactDieFaces[launchResult - 1], 6);
resultAnimation.start();
resultAnimation.update();
resultDie.setIcon(new ImageIcon(exactDieFaces[launchResult - 1][0]));
resultDie.setBounds(60, 265, Constants.DIE_SIZE, Constants.DIE_SIZE);
dieContainer.add(resultDie);
dieContainer.updateUI();
dieContainer.repaint();
}
How can I make it work? I think I am supposed to use Swing.invokeAndWait but I cannot put together all the pieces...Can you help please?
Don't call updateUI, unless you're dealing with installing a look and feel, it's not doing what you think it is (and it's very inefficient)
Don't rebuild the UI each time, this is time consuming work, which is going to make the animation look stilled and staggered and probably flash a lot. Instead, simply update the icon property of the label
Use a single Timer, allow it to increment a counter, so you know how many times it's been called and update the die roll and counter on each tick.
Think of the Timer as a kind of loop, where on each iteration (tick), you need to do something (like increment the counter)
(Note- When it looks like the die has "stalled", it's because the image is been displayed more then once in sequence. You could over come this by placing all the images into a List and using Collections.shuffle. Do this three times, adding the result to another List should give you 24, no-repeating sequence (ok, it "might" repeat on the boundaries, but it's better then using Math.random ;))
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage[] dice = new BufferedImage[6];
private JLabel die;
public TestPane() {
try {
BufferedImage img = ImageIO.read(new File("/Users/swhitehead/Documents/Die.png"));
int width = 377 / 6;
for (int index = 0; index < 6; index++) {
dice[index] = img.getSubimage(width * index, 0, width, width);
}
} catch (IOException ex) {
ex.printStackTrace();
}
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
die = new JLabel(new ImageIcon(dice[0]));
add(die, gbc);
JButton roll = new JButton("Roll");
add(roll, gbc);
roll.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
roll.setEnabled(false);
Timer timer = new Timer(250, new ActionListener() {
private int counter;
private int lastRoll;
#Override
public void actionPerformed(ActionEvent e) {
if (counter < 20) {
counter++;
lastRoll = (int)(Math.random() * 6);
System.out.println(counter + "/" + lastRoll);
die.setIcon(new ImageIcon(dice[lastRoll]));
} else {
lastDieRollWas(lastRoll);
((Timer)e.getSource()).stop();
roll.setEnabled(true);
}
}
});
timer.start();
}
});
}
protected void lastDieRollWas(int roll) {
System.out.println("You rolled " + (roll + 1));
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}
I am trying to code a board game in Java.
I have 11 classes including Main. Board class which extends JPanel and draws the board image as well as the dice image. The class Player which extends JCoponent and implements Runnable(Thread). Every player instance is a pawn-animation that it is moving across the board. The player class draws the pawn on the board.
Pattern
How the code it looks like :
Board b=new Board();
Player p=new Player();
b.add(p);
JPanel panel=new JPanel();
panel.add(b);
add(panel); //adding the panel to the frame.
The problem is that I can't have more than one pawn simultaneously on the board. I have already tried to re-paint all the players (as non-animation) in another class but it didn't work. I also tried JLayeredPane but maybe I am doing something wrong. Unfortunately, I can't change the above pattern so don't make this suggestion.
Thank you in advance for your help.
P.S: I can't post any code because its huge.
P.P.S: more clarifications will be given, if you ask me.
EDIT: I reform my question. Is it possible to have two animations simultaneously on the same panel? if the answer is a yes ..how I can do that?
It's most likely possible to have many components moving all at once. Either use javax.swing.Timer ou SwingWorker for this to work.
Here is a quick example showing you this. It puts 16 pawns on a board and moves them randomly from one place to another.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.Image;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Random;
import javax.swing.ImageIcon;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLayeredPane;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestAnimation {
private static final String PAWN_URL = "http://files.chesskidfiles.com/images_users/tiny_mce/BoundingOwl/bishop_happywhite.png";
private Image pawn;
private Map<Location, Pawn> pawnLocations = new HashMap<>();
private Board board;
private Timer timer;
private JLayeredPane glassPane;
public TestAnimation() {
try {
pawn = new ImageIcon(new URL(PAWN_URL)).getImage();
} catch (MalformedURLException e) {
e.printStackTrace();
}
}
private static class Location {
public final int row;
public final int col;
public Location(int row, int col) {
super();
this.row = row;
this.col = col;
}
#Override
public int hashCode() {
final int prime = 31;
int result = 1;
result = prime * result + col;
result = prime * result + row;
return result;
}
#Override
public boolean equals(Object obj) {
if (this == obj) {
return true;
}
if (obj == null) {
return false;
}
if (getClass() != obj.getClass()) {
return false;
}
Location other = (Location) obj;
return (col == other.col && row == other.row);
}
}
private static class Cell extends JPanel {
private final Location location;
public Cell(Location location) {
super(new BorderLayout());
this.location = location;
setOpaque(true);
setBackground(((location.row + location.col) % 2) == 0 ? Color.WHITE : Color.BLACK);
}
#Override
protected void addImpl(Component comp, Object constraints, int index) {
while (getComponentCount() > 0) {
remove(0);
}
super.addImpl(comp, constraints, index);
}
}
private static class Board extends JPanel {
private Map<Location, Cell> cells = new HashMap<>();
public Board() {
super(new GridLayout(8, 8));
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
Cell cell = new Cell(new Location(i, j));
add(cell);
cells.put(new Location(i, j), cell);
}
}
}
public void add(Pawn pawn, Location location) {
cells.get(location).add(pawn);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
public Cell getCell(Location location) {
return cells.get(location);
}
}
private class Pawn extends JComponent {
public Pawn() {
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(pawn, 0, 0, getWidth(), getHeight(), this);
}
}
protected void initUI() {
JFrame frame = new JFrame(TestAnimation.class.getSimpleName());
board = new Board();
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 2; j++) {
Location location = new Location(i, j);
Pawn aPawn = new Pawn();
board.add(aPawn, location);
pawnLocations.put(location, aPawn);
}
}
for (int i = 0; i < 8; i++) {
for (int j = 6; j < 8; j++) {
Location location = new Location(i, j);
Pawn aPawn = new Pawn();
board.add(aPawn, location);
pawnLocations.put(location, aPawn);
}
}
timer = new Timer(7000, new Animation());
timer.setInitialDelay(0);
timer.setRepeats(true);
timer.setCoalesce(false);
glassPane = new JLayeredPane();
glassPane.setOpaque(false);
frame.add(board);
frame.setGlassPane(glassPane);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
timer.start();
glassPane.setVisible(true);
}
public class Animation implements ActionListener {
private Map<Location, Pawn> futureLocations;
private Random random = new Random();
private Timer subTimer;
private List<Pawn> movingPawns;
private Map<Pawn, Point> originalCoordinates = new HashMap<>();
private Map<Pawn, Point> futureCoordinates = new HashMap<>();
#Override
public void actionPerformed(ActionEvent e) {
futureLocations = new HashMap<>();
movingPawns = new ArrayList<>();
for (Pawn p : pawnLocations.values()) {
int row = random.nextInt(8);
int col = random.nextInt(8);
Location location;
while (futureLocations.containsKey((location = new Location(row, col)))) {
row = random.nextInt(8);
col = random.nextInt(8);
}
futureLocations.put(location, p);
Cell futureCell = board.getCell(location);
futureCoordinates.put(p, SwingUtilities.convertPoint(futureCell, 0, 0, glassPane));
movingPawns.add(p);
}
for (Pawn p : movingPawns) {
Point locationInGlassPane = SwingUtilities.convertPoint(p.getParent(), 0, 0, glassPane);
glassPane.add(p);
p.setLocation(locationInGlassPane);
originalCoordinates.put(p, locationInGlassPane);
}
subTimer = new Timer(50, new AnimationSteps());
subTimer.setInitialDelay(0);
subTimer.setCoalesce(true);
subTimer.setRepeats(true);
subTimer.start();
}
public class AnimationSteps implements ActionListener {
private int step = 0;
#Override
public void actionPerformed(ActionEvent e1) {
if (step < 50 + 1) {
for (Pawn p : movingPawns) {
Point p1 = originalCoordinates.get(p);
Point p2 = futureCoordinates.get(p);
int x = (int) (p1.x + ((p2.x - p1.x) * (double) step / 50));
int y = (int) (p1.y + ((p2.y - p1.y) * (double) step / 50));
p.setLocation(x, y);
}
} else {
for (Entry<Location, Pawn> e : futureLocations.entrySet()) {
board.add(e.getValue(), e.getKey());
}
board.revalidate();
subTimer.stop();
pawnLocations = futureLocations;
}
step++;
}
}
}
public static void main(String[] args) throws ClassNotFoundException, InstantiationException, IllegalAccessException,
UnsupportedLookAndFeelException {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new TestAnimation().initUI();
}
});
}
}
Maybe your problem is trying to develop a program with a thread for each object, most popular games run with a single thread, two at most. The reason: It will be very complex to synchronize threads with each other, not to mention that your performance will be poor. Even the graphics engine in Java is single threaded and that means you won't have two threads drawing at the same time.