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 have a question about how to delete only a certain amount of objects on screen in a graphics window. I have a method that will enable me to get rid of every object of the same type off screen, for example this method:
Java Code:
public void deleteTrees() { //clears all tree trunks and leaves for (Iterator<GRect> it = historyT.iterator(); it.hasNext();) { GObject gobj = it.next(); this.remove(gobj);
[Code] ....
That Will delete all trees.
Now In my main method I populate the screen with trees by doing this
My question is how to specify only deleting x amount of trees instead of the whole thing. I pretty sure I need to use something like history.remove(trunk) and to iterate through the amount of trees specified, but not sure how to implement that.
I have to write a program for class that basically uses Paint Component to draw a bunch of rectangles to look like a building then have them change color randomly. I am stuck I can't figure out how to make it draw the rectangles in rows and columns to look like the building i can make it display multiple squares randomly however but thats not the assignment.. here is my code
package labBuilding; import java.awt.Color; import java.awt.Graphics; import javax.swing.JPanel; @SuppressWarnings("serial") public class Building extends JPanel {
Ok. So I have decided that taking a step back is better than trying to go forward blind. I am trying to come to an understanding of how java draws simple shapes, but continue to run into problems. I have now gone ahead and directly copied code from a book just to see if it will work. It does not. The code is just supposed to make a smiley face, but when I run it I get a bunch of errors. I have attached the code that I am trying to run and the error report at the bottom.
Java Code:
import javax.swing.JFrame; public class DrawSmileyTest { public static void main( String[] args ); DrawSmiley panel = new DrawSmiley(); JFrame application = new JFrame(); application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); application.add( panel );
Here is the code, I just wanted to draw a simple yellow rectangle in white background...
import javax.swing.*; import javax.swing.event.*; import java.awt.*; import java.awt.event.*; public class NewEmpty extends Jframe { Rectangle test = new Rectangle(100,100,100,100); public NewEmpty()
[Code] .....
Errors in the compiler ( i think there's something wrong with that Jframe)
init: deps-jar: Compiling 1 source file to C:Users****Gametestbuildclasses C:UsersMarcoGametestsrcgametestNewEmpty.java :6: error: cannot find symbol public class NewEmpty extends Jframe {
I have a method that draws a polygon on the screen:
public void poly(List<Point> points) { //code }
For the usage of the method, it makes no difference whether points is an array or a List. In fact, switching doesn't even change any of the code in the method since I use a for-each loop. So, my question is, is it a better practice to use a List as an argument, or an array when the method itself doesn't care about which to use?
I have one quick question. If you are extending the acm graphics program, how can you set the location of the entire window? All the set location methods within the graphics program only seem to set the location of graphical objects. I know with JFrames I can use the setLocationRelativeTo(null) to position the JFrame in the center. How to set the location of a graphics window.
how to put a console on a JFrame or on graphics window. I thought about simply using a JtextField however I don't have access to the readline command since it appears to me that it is only found in a Console Program. So basically I was wondering how to put up a console on JFrame so I can issue commands on it and watch graphical stuff happen on the same screen(minus where the console box is of course).
I am trying to drag the window down wards and screen has alignment issues. I tried to use WindowListeners, Component Listeners, MouseListeners ect…
But still this problem persists as only I release the mouse after drag down it appears fine that we have handled ComponentResized() method. So how to restrict component size while keep dragging down?
The problem I'm having is when the text box pops up and ask to start with a root name, I cannot enter anything and I am not sure what I have done wrong.
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.*; public class FamilyTreeDemo extends JFrame
I'm making a game of checkers for my A2 Computing coursework which is due in within a week. I have completely finished the game, and only thing I have left to do is connect the two JPanels together via a CardLayout that I have made. However I am unsure how to do so
I have kept the code I am displaying to a minimal, hence I have removed all the action listeners for my buttons, anyway the problem I have is that, I would like it so that when the user clicks on the 'Multiplayer' button which is the array button ourButtons[1], it will then transition into my main game screen so that the user can then play a game of checkers.
Here is the main important GUI from my CheckerBoard class:
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class CheckerBoard extends JPanel implements ActionListener, MouseListener { // Main routine that opens an Applet that shows a CheckerBoard public static void main(String[] args) { new CLayout();
I am new to javafx I start using it instead of swing i used the scene builder for my forms the problem i faced i don't know how to have main screen with menu bar at top and depending the select from the menu it will open other windows and those window must be inside my window just like for example netbeans.
I don't need to open new window in separate i need all windows inside my main window and controlling over them minimize maximize perhaps.
Thats my code, and the rectangle (ObstacleX is the X cordinate for the rectangle) goes fine on the first few times across the screen, then starts to go hyperspeed....
He said that if you need something that Swing can't provide, like a bar graph, you build it. Now, being used to just writing a method that will open up a JFrame, how you would actually build graphics on your own. How in the world would that work? How would one write their own methods to make a window or to build a graph?
I attempted to make my square move in the screen and i set up collision with another object, however the graphics are flickering, really flickering, here's the code:
Java Code:
import javax.swing.*; import javax.swing.event.*; import java.awt.*; import java.awt.event.*; public class NewEmpty extends JFrame { double p1speed =5, p2speed =5;
I am attempting to create a n-body simulation using orbital dynamics and Java in school.
I am only in high-school, but I have some programming experience. The logic of this program comes quite easily. My problem is the graphical part, so I was just looking for quick methods to implement graphics.
What I am looking to do, is display objects onto the screen and manipulate their respective x and y coordinates as time pass. I have tried to use BufferedImages and an array of every pixel on the screen, but it quickly becomes extremely hard to draw circles etc. I have also tried the Graphics class and using g.fillOval() etc, but this can also get tedious.
Are there any more efficient methods, libraries etc? And also, how should I use the time variable, a variable that updates everytime the program updates?
I have to do the following: A bounding rectangle is the minimum rectangle that encloses a set of points in a two-dimensional plane. Write a method that returns a bounding rectangle for a set of points in a two-dimensional plane, as follows:
public static MyRectangle2D getRectangle(double[][] points)
The Rectangle2D class is defined in Programming Exercise 10.13. Write a test program that prompts the user to enter five points and displays the bounding rectangle's center, width, and height. Here is a sample run:
Enter five points: 1.0 2.5 3 4 5 6 7 8 9 10.The bounding rectangle's center (5.0, 6.25), width 8.0, height 7.5
This is my code so far, taking in account that Rectangle2D is already done in a previous problem.the thing is that i don't know if i have to erase public static void or do i leave it or how do i start it?
package theboundingrectangle; import java.util.Scanner; public static MyRectangle2D getRectangle(double[][] points) public class TheBoundingRectangle { public static void main(String[] args) { // TODO code application logic here } }
in order to speed up my application I want 'paintComponent(Graphics g)' to only write the visible area in my viewport. I can not find how to get that Rectangle from my JScrollPane.
So I've been getting back into Java and downloaded eclipse back onto my laptop. However when I go to make a simple rectangle into a JFrame, the frame will pop up but no rectangle will be shown. Here is my main class, which sets up the JFrame...
mport javax.swing.JFrame; public class Frame{ public static void main(String[] args) { JFrame frame = new JFrame(); frame.setTitle("I hope this fucking works"); frame.setSize(400,400); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Is there a way to simply slap a rectangle into a JPanel (make it appear) with out creating an inner Class or helper Method, all within "Main"? And if not, why?
Making a JFrame is easy.
Adding a JPanel is a snap.
import java.awt.Color; import javax.swing.JFrame; import javax.swing.JPanel; public class TheJFrame { public static void main(String[] args) { // TODO Auto-generated method stub
I wanted to create a interface with buttons ofshapes and type of transformation where user first select a shape, the shape will appear and user will have to click on the buttons on resize, reflect, rotate or skew to transform to shape. How can i do the coding? such as adding listeners to the shapes?
MyGraphics worked before I added a background but, even now when I take the background away it isn't showing up.
package com.snow.game; import javax.swing.*; import java.awt.*; class MyGraphics extends JComponent { //creating a class for graphics public void draw(Graphics g){ //calling Graphics making a new graphics (g) now you can use it to make objects g.drawRect(10, 10, 50, 50); //Draws a rectangle