I am trying to draw at my mouse a certain shape that I have set. I defined some shapes where they extend shape and draw circles and stuff. But when I click on panel it seems the paint doesnt put anything there. Debugger tells me shapes are saved though.
Java 2D Drawing Application. The application will contain the following elements:
a) an Undo button to undo the last shape drawn.
b) a Clear button to clear all shapes from the drawing.
c) a combo box for selecting the shape to draw, a line, oval, or rectangle.
d) a checkbox which specifies if the shape should be filled or unfilled.
e) a checkbox to specify whether to paint using a gradient.
f) two JButtons that each show a JColorChooser dialog to allow the user to choose the first and second color in the gradient.
g) a text field for entering the Stroke width.
h) a text field for entering the Stroke dash length.
I) a checkbox for specifying whether to draw a dashed or solid line.
j) a JPanel on which the shapes are drawn.
k) a status bar JLabel at the bottom of the frame that displays the current location of the mouse on the draw panel.
If the user selects to draw with a gradient, set the Paint on the shape to be a gradient of the two colors chosen by the user. If the user does not chosen to draw with a gradient, the Paint with a solid color of the 1st Color.
Note: When dragging the mouse to create a new shape, the shape should be drawn as the mouse is dragged.
I am supposed to Write a program that prints a shape similar to the following shape. Maximize use of loops and minimize use of print statements.
.....* ....** ...*** ..**** ...*** ....** .....*
(without the "...")(i couldn't get it to stay in shape)
This is what i got so far:
Java Code: package assignment7;
public class Exercise3 { public static void main (String[] args) { for (int count =0; count < 4; count++) { for (int j=0; j < count+1; j++) [Code] ....
I'm currently making a Breakout clone to learn about different ways of organizing my code and whatnot but I've run into a problem with the positioning of some pieces versus the position of the mouse.
I've created a blue rectangle on the screen that turns white when the mouse hovers over it, BUT it actually only ends up turning white about halfway down and then continues on off the block. I moved the rectangle to 0,0 to see where it draws and it looks like it is drawing to the very top left corner of the window itself but for the mouse coordinates, the top left is just where the black area is and excludes the borders of the window.
Here is the class rendering the rectangle, it extends from a class that in turn extends from the JPanel class:
public class MainMenuState extends MenuState { JFrame gameFrame; Graphics2D g; // PlayButton variables int playPosX = 0; int playPosY = 0; int playWidth = 100; int playHeight = 50;
[Code] ....
A few other things I tried that I can think off the top of my head: Play around with different layouts (at times this caused the screen to shrink to a small size as well as using pack()), using setSize() setLocation() or setBorder() in the MainMenuState class which had no effect.
Someone on another forum also suggested trying to utilize component.getLocationOnScreen(): I tried two things with the getXOnScreen method, first subtracting with the location of the JPanel which of course gave me the same problem. After that I tried
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;
why am I not getting a proper shape of "Leftarrow"? The result should look like the following (the system draws the arrow abnormally, so the beginning should a real ARROW:
*
* *
* *
* * * * * * * * *
* *
* *
*
here is the class:
Java Code: public class LeftArrow extends ShapeBase { private int lengthOfTail; private int widthOfArrowHead;
class shape{ public static void main(String [] args){ for(int x =0 ; x<=6;x++){ for(int y =0 ; x > y ; y++){ System.out.print(x); } System.out.print(" "); } } }
i java a project with java draw golf course and currently working on 2 combo boxes to change shape of the flag on the post and fill color as well on combo box item change. I have below code. as am new to java what to do next.
import java.awt.*; import java.awt.event.ItemEvent; import javax.swing.*; public class GulfCourse extends JPanel{ public void paintComponent( Graphics g){ super.paintComponents(g); //draw green oval
I'm making a program that prints arrows of varying tail length, head width, and displacement.The shape algorithms are working properly, but the displacement isn't working. The first arrow has zero displacement, and the second one is supposed to be bigger and start the print at 10 spaces right and 5 spaces down from the default, but it's not working. I tried changing the displacement settings of the first arrow, and no changes happened, so I know that the positions aren't registering properly in general. How to pass the xAdj and yAdj (displacement) values? I think I have the empty space formula set up, but it's still not running.
Driver: public class Driver { //default values public static final int Arrow_Default_xAdj = 0; public static final int Arrow_Default_yAdj = 0; public static final int Arrow_Default_tail = 5; public static final int Arrow_Default_width = 5;
I'm going to make tiles for my RPG game, instead of drawing each shape of the tile, I will just draw the full tile in a spritesheet. I will create a sprite sheet of shapes that I want to clip somehow or use to cut the original full image into the shape I want. How can I, take a Buffered Image, cut it's shape and perhaps add something, giving me a Buffered Image of a cut tile with possibly added features that I can then draw with Graphics?
I'm making my 2D Java game, in my own style, in my own way. I'm trying to make it as code efficient as possible and compact, it usually is easier to change that way. I'm going to use BufferedImage subdivision on tilesets to take out tiles that I need, rather than creating multiple images with a tile each. Now, I've made multiple water tiles, for how they would be arranged differently.
So let's say you have a single water spot, it will be circular, you have two water spots, you have a tile-thick line with circular ends like two little water spots connected, this makes the game look more advanced, better, more realistic and good in many other ways. But, I found that an avarage amount of shapes needed is 25. I thought, how could I make this more efficient?
Could it be possible to use like shape cutting tools or something that would take out a specific shape of a single water tile to leave out all the different shapes, this is a good idea because I could use these tools for all kinds of different tiles in order to make specific features. By tools I mean simple black shapes which will remove the unwanted parts of the tile to form the wanted shape.
I am currently trying to make a Tetris game, so far I've got a class drawing that extends a JPanel as my canvas, a class Square that is 1 square(20 by 20) and a class LineShape that should draw 4 squares above each other. The class Frame way below is merely to set things up.
Currently i'm able to draw objects of my class Square, so I made a class LineShape that combines both and makes a 4Square long line.
My problem is when I try to draw an object of the class LineShape, it shows nothing, removes what is already painted(the square) and gives an error message:
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException at LineShape.<init>(Screen.java:96) at Drawing.paint(Screen.java:79)
I put my classes together so you can copy paste and run, make a new screen to start, to see the problem occur, go to the drawing class's paint method and uncomment these lines:
// LineShape shape = new LineShape(this); // shape.paint(g);
Below are my classes:
import javax.swing.*; import java.awt.*; public class Screen { private Frame frame; private Frame inputFrame; private JPanel panel;
I was working on this project, and I have everything working, except that it doesn't change the colors of the shapes in the other window. Here's the code to see what I'm doing wrong:
Java Code:
import javax.swing.*; import java.awt.*; import java.awt.event.*; public class JDemo { //Global Variables static Color color0 = Color.blue; //sets the value in the color0 variable to the method Color.blue . static Color color1 = Color.red; //Sets the value in the color1 variable to the method Color.red .
[Code] ....
The button0 is supposed to switch the color in window1, and button1 is supposed to switch the color in window0.
I need to modify the drawShape method to calculate the distance from the starting point (the diameter) of any shape regardless of how many sides I give it, but I have absolutely no clue where to begin with this. The ultimate goal of the program is to calculate the value of pi using the shape that is drawn.
Here is the code:
public class PiTurtle extends Turtle { private double mySize; private int mySides; private double diameter = 0; final static double startX = 590.0; final double startY; public PiTurtle(int nSides)
I am working on a UI in JavaFX and create several instances of a custom control class. The control consists of a Pane which wraps several other containers, one of which contains a Circle shape.
At one point, I instance this control and access the Circle shape directly. I transform it's center coordinates (which are always {0.0, 0.0} ) to Scene coordinates. The problem is, the transformation always yields coordinates that correspond to the upper left corner of the control's root pane.
In other words, it's as if the Circle is positioned at the upper left corner of the custom control (when, in fact, it's positioned near the lower right corner).
I have other instanced controls already in the scene, and they do not have this issue - converting the Circle's coordinates to scene coordinates works as it should.
It seems obvious that I'm accessing the Circle too soon - that perhaps the scene graph hasn't been fully traversed for the control and the Circle's position within the control's hierarchy hasn't been updated. I've verified that my attempt to access the Circle's center coordinates occurs after the control's initialize() method is executed, so how to ensure the control's scene graph has been fully updated before I try to manipulate the control...
I am having a problem rotating a shape I am using the transformation rotation matrix and don't seem to be getting the results I expected. Now I know a lot of programmers will just tell me to use the Graphics2D rotate(theta) Method.But I would like to create this ability through writing the code.
I wrote this (for the variable name, this is just a small part of my program and I'm trying to get the pattern right so I didn't mind my variables at the moment):
Java Code:
public class NewFile{ public static void main(String []args){ int k = 0; for (int i=1 ; i<=5 ; i++) { { for (int h=2 ; h >= i ; h--)
I realize I should divide the code into a lower and upper triangle using two loops. However, I don't know how to break the first part. I did find the "trend" but I don't see how to implement it.