I've been trying to draw a panel on a frame with simple drawString drawRect and oval but when i run it the frame shows up with the exit on close stuff but nothing will show inside . this is my code :
import java.awt.Graphics;
import javax.swing.JPanel;
import javax.swing.JFrame;
class Draw extends JPanel{
public void paintcomponents(Graphics g){
super.paintComponent(g);
g.drawLine(10,15,20,30);
[Code] .....
I'm not sure what's wrong , probably something to do from this pc ? since in the lab work at uni it worked fine .
I currently have the code set up to iterate through objects and keep track of them but how do I do the same and draw the objects on the panel window? I'm confused on what to do and how to start it.
Here's the code I have so far, the 'Car' which I want to draw extends to another class which extends to GameObject. I currently have a 'draw()' method under the 'Car' class but nothing in the 'draw()' method yet. From what I understand i'm suppose to have a 'draw()' method under 'GameObjects' class also?
public class MapView extends JPanel implements IObserver, ActionListener{ JPanel myPanel; private Timer timer = new Timer(5, this); int x = 0; int moveX = 2; public MapView(){ super.setBorder(BorderFactory.createTitledBorder("Map:"));
[code]....
Mostly I don't understand how to go through the iterator again to paint the objects. Wouldn't I need to put another iterator under 'paintComponent()' or can it be done under 'update()' ?
how to get some shapes from the GameObjects onto my panel.
I have a JPanel embedded in a JScrollPane. I draw in the JPanel, using the paint() method. I have to draw some shapes that can go far in the y direction, that's why I put my JPanel in a scroll pane, in order to scroll down to be able to discover the shapes down. But even though I put my JPanel in a JScrollPane, it soon blocks in the y direction and does not show the shapes far in the y direction.
Note: I used a GridBagConstraints which is correctly set, with its fill attribute etc.
I am trying to create this snake and input it into the next window that is opened when the play button is pushed but how to draw this snake or get him into the frame and i have looked all over google.
import javax.swing.*; import javax.swing.Box.Filler; import java.awt.*; import java.awt.event.*; public class SnakeObject extends JFrame { public SnakeObject()
My program has a MainFrame(extends JFrame)class and BasePanel(extends JPanel) class,and many other panels.I had used Images with JLabel in BasePanel.My current panel in MainFrame is BasePanel.I had used MouseListener so that when I click on any of the label it should show Other panel in same MainFrame and hide the BasePanel.But I am getting some problem with that.When I click on the Label,It hides the BasePanel but do not show the new Panel(Dictionary Panel in my code). In short when label is clicked I want to make DictionaryPanel visible and BasePanel invisible,both in MainFrame. I am using the following code on Label:
//constructor of BasePanel class public BasePanel() { dict=new Dictionary(); mf=new MainFrame(); dictLabel.addMouseListener(new MouseListener() { public void mouseReleased(MouseEvent arg0) {
I have a JPanel class that creates a left panel and a right panel. the left panel and right panel both have one button each. What I’m trying to accomplish is when I click on the button in the left panel that it updates the button in the right panel. I have to do this without changing anything in the right panel.Basically I have to have LeftPanel have a way to keep track of an instance of RightPanel and I would have to do this through the JPanel class. But I have no clue where to begin on even accomplishing this.
I am building a GUI application which consists of two panels "panel" and "panel1". "panel1" have a button "addTimer" when clicked it should add the "panel" to the frame if i gain click the button it should again add the "panel" without overlapping the previous "panel" rather it should be created below the previous "panel". If i click on the button "addTimer" n times it should add the panel n times. Along with this the frame size has to dynamically change depending on the number of panels produced. Below is the code i tried my level best to satisfy the above conditions.
package superTimerV2; import javax.swing.*; import java.awt.*; import java.awt.event.*; public class SuperTimer extends JFrame { private static final long serialVersionUID = 1L;
I'm very new to Java, and I am creating a program that takes multiple user input to create one face. I have a class for the eyes, nose, lips, and headshape. For some reason, my program is not drawing the graphics. ***for question purposes, I have only included my head shape class and my test class****
my "test" class:
import javax.swing.JFrame; import javax.swing.JOptionPane; import javax.swing.JPanel; public class FaceTest { public static void main(String[] args) { String head = JOptionPane.showInputDialog("Would you like a circle, square, rectangle shaped head?: ");
I can't figure out how to place a JPanel from a class(Game) in to a another class(Core). I have bean stuck on this for about three days now I bean doing my research but no luck so now I think I should ask directly so here I am. Now to state clearly I am trying to place a JPanel named Game_Screen witch is in another class named Game into a JFrame named frame witch is in a another class named Core.
Now both of this classes are with in the same package and my IDE Is Eclipse.The JPanel Game_Screen has other swing pieces attached to it that should also be added with the panel on to the frame.But the change is screen should only happen when I click the buttons New Legend(N),Load Legend(L),Help(H) what already happens is that when you click any of this buttons menu.setVisible(false); is activated making everything on screen at the time disappear from the screen but the panel does not a pear.
Here's my code:
//Class - Core------- package Source; import java.awt.*; import javax.swing.*; import java.awt.event.*; public class Core { static Game GG = new Game(); public static void main(String[] args) { JFrame frame = new JFrame();
When i click on the button from bottom panel, top panel need to be redrawn. But redrawing is not happening. It happens only when resizing the applet.
public class Graphics_Chart(){ public init(){ JScrollPane topPane = new JScrollPane(new ImagePanel2()); topPane.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_NEVER); topPane.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_NEVER);
I am making a game in java and i want to make a title screen. What I am trying to do is make a jpanel and load another jpanel when a button is pressed in one of the japenls. Here is the code for the runner
import java.awt.BorderLayout; import javax.swing.JFrame; public class Runner extends JFrame { // Have these set up so they can be seen everywhere public static final int GAMEWIDTH = 540; public static final int GAMEHEIGHT = 710; static boolean loading = false;
[Code] ....
here is the code for the jpanel that loads the other jpanel
I have a Main() class that extends JPanel and I'm trying to add Card() that also extends JPanel.When I add a Card() or Main() object to the JFrame directly, it works fine. The problem arises when I try to add a Card() object to the Main() object.
I edited the code a little bit to make it easier to read so hopefully it's fine.
Main() code: public class Main extends JPanel implements Runnable { // HARDCODED OPTIONS public static final int WIN_WIDTH = 1200; public static final int WIN_HEIGHT = 800;
public static final int GRID_X = 9; public static final int GRID_Y = 5;
So I also am working on this problem. My frame does print each new rectangle; however, it is printed each time from the top left corner, and the bottom right is where I click.
Here is my RectangleComponent:
import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Rectangle; import java.awt.Shape; import java.util.ArrayList; import javax.swing.JComponent; public class RectangleComponent extends JComponent
So I drew a menu in DrawingPanel extends JPanel, that gets user input of number of players...etc. I also have a boolean, when true, the board is drawn, but apparently, right when I run, the boolean is checked, returns false and so board isn't drawn at all. When the user finishes input, the boolean becomes true, but the board doesn't get drawn. So my question is, how do I draw something not immediately when the program is ran?
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.awt.geom.*; public class Game extends JPanel implements ActionListener, KeyListener{ Timer t = new Timer(5,this); double x = 0, y = 0, velx = 0, vely = 0;
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So why doesn't it work and what about the second dot.... ?
I 'm trying to draw a button by resizing a simple button background image to fit the size of the text. Everything works well except for the actual drawing of the string. The y value that I give the Graphics object designates the baseline, however I would like to draw the the string above the y. So that the image below doesn't happen.
I gave the graphics object the y of the bottom of the "P" and would instead like to give it the value of the bottom of the "y". Is there a way to do that by reading the String's bounds or something, or is there a way to get the Graphics object to use the passed y value as the definite bottom of the String?
I'm doing a exercise for dragging mouse to draw a line. I found a code to do this, but I don't know something in the code. example array Shape in the code.
I've tried multiple things but I can't seem to figure out how to get my JButton over the background graphics. On lines 104-108 I create the JButton I need to put on the screen, though I have no clue how to draw it. How I can paint over this background and have my button stay there?
public static final int WIDTH = 1024; public static final int HEIGHT = 640; private Thread thread; private boolean running; private BufferedImage image; private Graphics2D g;
I'm not looking for answers, well I am.. but not just straight given to me. I'm trying to learn but for this program I'm not even sure where to start. One step looks like this:
O ******* /| * * / * * ************
It must increase by a constant named STEPS. They ascend from left and go up right.
I'm just gonna start asking some questions I guess. Before I do anything I wanted to know whether I should have the stick man on the step drawn out with print and println statements or try to have him drawn with a loop as well? I'm not sure if my teacher wants everything drawn by characters with loops for each character, or if I can do print statements and draw the stick figure plus some stars and have a loop for multiple characters at once.
So currently I'm trying to learn how to draw a square with asterisks based on the input I give for it's sideLength.
So if I have a Square(5) it should draw a 5x5 looking like this:
***** ***** ***** ***** *****
but then in the main method, it should draw multiple squares of given sizes, so say 5, 6, and 7. Making a square for each of the given numbers. This is what I currently have so far ....
class Square { int sideLength; Square( int size ) { sideLength= size; } int getArea() { return sideLength * sideLength;
I extracted columns from database and made calculations inside while loop. I know i need to make array to get from it coordinates for points. I want to draw them in interface created in another class but i have black hole and don't know how to get datas from while loop to array which is below.