I see this is an object reference, but what is on the right side? Does not seem like a method, as it would not equal a method nor would the parentheses be on the left. Why are parentheses there? Disregarding the above code, I would like to know how to rotate without Graphics 2d
Also, with G2D you it will not allow for setting x coords
I'm experimenting with AffineTransform, Basically I've created just a simple test GUI to see how the code works and all that. Anyway, there are two buttons which turn an image left and right and a third button with moves the image to the right (East). When you first run the program the image is facing down (South). Now to turn left or right I'm using an Affine Transform and the rotate method. That works fine. The issue is when I move the image to the right, it ignore whatever rotation I previously I made (from turn left and right buttons). Therefore when I click to move the image, it faces down again even if it was facing left or up or right before I moved it. It will always be facing down. How do I get it to keep the rotation and just move? Btw I'm using the setTranslate method to move the image.
Below is my code.
Images.java import java.awt.image.BufferedImage; import java.io.IOException; import java.net.URL; import javax.imageio.ImageIO; public class Images { static BufferedImage Icon, Rover;
I'm attempting to create a 2D spaceship game from scratch. My problem is that I feel like the way Im rotating images is awkward and just wrong. I believe what I'm doing in the following code is loading an image into a JPanel and rotating the image and moving the JPanel.
The code is unrefined and only partial, but it show how I am manipulating images.
What seems so awkward is that I have to create a new JPanel for every image, I would think there is a better way but I don't know. I have tried to get one image on top of an other with the JPanels to no avail. That said I haven't put much time into trying to get that to work. I want to know if I should continue my attempt with JPanels or to pursue a different method.
So I'm doing a project for my CS class where we have to create a snowman doing something. My picture is of Vince Young in the 2005 Rose Bowl. I'm trying to make the actual video clip from Youtube (do I need to download it? If so I can do that) appear on the scoreboard. As of right now, this is my background file:
import java.awt.*; import java.awt.event.*; import java.awt.Font.*; class snowBackground { public static void drawField(Graphics g, Color field) { Color sky = new Color(95,166,243);
[Code]...
and this is the Driver file (not sure if this is necessary):
import java.awt.*; import java.awt.event.*; import java.awt.Font.*; public class SnowDriverWSB { public static void main(String args[]) { GfxApp gfx = new GfxApp(); gfx.setSize(1000,650);
[Code]...
There are 3 other files that make the actual Snowmen. To do this, I need VERY basic steps, as I'm extremely confused and new to Java. Also, would I need to download the mp3 sound file seperately and play that, or will inserting the video do both?
I'm not even sure if that is the right question to ask. I've been confused by what is A Graphics object for a while now, I used to think that it is simply a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering(triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen?
Does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel#paintComponent(Graphics g)) ? and so when we're getting the graphics object of a buffer, do we actually get its drawing surface to paint on?
So generally speaking if we are using a JPanel and we say bufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?
I want to do a simple background which is only rendered once onto my screen. I want to use
G.fillRect(0, 0, getWidth(), getHeight());
and make the whole background black, but only once. I wanted to try out making the fillRect into a variable so I can do:
if (background == null) { //background is the variables name. G.fillRect(0, 0, getWidth(), getHeight()); }
The point is, I want G.fillRect(0, 0, getWidth(), getHeight()); to be a variable, even if this is the wrong way to approach what I want to accomplish, is it possible to make this line of code into one variable? The rest of my code if you need info:
I'm having some problems with the graphics of my hangman game. The graphic that's supposed to show up on the first guess (the hangman pole) doesn't show up until guess number 2. And on the eighth guess, no graphics show up (I just get a blank frame).
import java.awt.*; import javax.swing.*; public class HangmanFigure extends JPanel { private int guesses; private Image background; public HangmanFigure() { super();
So I have this randomly generated set of tiles that is wrapped in a circle and I'm not really sure how to scroll it around the circle. Basically it's a side-view planet that is in 2D and needs to be wrapped and moving at a controllable rate to give the illusion of planet rotation. What to do to the x and y to make it scroll around. I want every tile except the water tiles to move from left to right and then wrap around the circle. Here's what a planet looks like: [URL] ....
Java Code:
for (int x = 0; x < planet1.length; x++) { for (int y = 0; y < planet1[0].length; y++) { if (planet1[x][y] == 1 || planet1[x][y] == 2) { g.drawImage(water, x * 32, y * 32);
I have a UI widget, like a table view for example, displaying real-time data. This table can be configured - so it has many properties. The way I would like to do so, is to have a small 'configure button', once clicked, would rotate the entire table along its y axis, and display another panel with checkboxes etc... So effectively, the hidden properties panel is revealed by rotation.
I'd like to draw an overlay on an image. The overlay is also an image with a black background and a white foreground. Now the white pixels should be drawn on the image in red. This is possible with the code I posted below. However, the problem arises when rotating the stencil (overlay). I get some interpolation errors from the rotation on the boundaries. I tried to clip them with setClip(), but this turns the background from transparent to white. How to remove those spots? Or maybe a completely other idea of achieving an overlay on the image? I'm aware of the pixelreader and iterating through the stencils pixels and draw the respective pixels as rectangles on a Canvas' graphicContext. However, this was extremely slow, compared to the code I posted below (although it doesn't work with rotations).
We are doing a visualisation tool for point cloud research project. We use 3d sphere to represent each single point and when we have large number of points to display (~40,000), the rotation becomes very lagging.
What we have tried:
set JVM flag -Djavafx.animation.fullspeed=true, this worked a bit, but not significant.set JVM flag -Djavafx.autoproxy.disable=true, this did not work.
set Cache to true and CacheHint to Cache.SPEED, this did not make much difference.create another thread to do the rotation, and sync back after calculation, this did not work neither.
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 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?
What I am trying to do is save the the content drawn to my screen as an image. The following code is my render method and although I know how to use it, I don't fully understand the classes and how they work with is making this difficult.
public void render() { BufferStrategy bs = this.getBufferStrategy(); if (bs == null) { createBufferStrategy(3); return;
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 {
So I'm doing a project for my CS class where we have to create a snowman doing something. My picture is of Vince Young in the 2005 Rose Bowl. I'm trying to make the actual video clip from Youtube (do I need to download it? If so I can do that) appear on the scoreboard, but how.
import java.awt.*; import java.awt.event.*; import java.awt.Font.*; class snowBackground { public static void drawField(Graphics g, Color field)
[code]....
There are 3 other files that make the actual Snowmen.Also, would I need to download the mp3 sound file seperately and play that, or will inserting the video do both?
I used to think that it is simplly a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering (triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen? does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel#paintComponent(Graphics g)) ? so generally speaking if we are using a JPanel and we say bufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?
what is A Graphics object for a while now, I used to think that it is simply a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering(triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen? does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel# paint Component(Graphics g) and so when we're getting the graphics object of a buffer, do we actually get its drawing surface to paint on? so generally speaking if we if we are using a JPanel and we say BufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?
Page flipping is used in full screen games which entails drawing an imagine off screen then swap with on screen image after drawing has completed.
Is it possible to write a block of code to actually see this happen? Like use this technique on a window that is in windowed mode. Would it draw an image off somewhere by the desktop or would it have to be on the window?
I have a .java file which has been built into a .class file, and now I want this to be called on the click of a button on the HTML page. Is 'applet' the answer to this ? I searched around this question on the internet prior to posting but every applet tutorial I see is related to graphics and drawing blocks etc. my java file does not have any graphics, it's just a simple stand-alone code which opens a file and displays it's contents on the terminal. Would like to now see the output on the browser.
I am trying to implement a game using the ACM graphics. For the game, I am trying to make the main frame a Grid of Cells.I made a Grid class which extends GCanvas:
import acm.graphics.GCanvas; public class Grid extends GCanvas{ private final static int WIDTH = 300; private final static int HEIGHT = 300; private final int DIMENSION = 5; Cell[][] grid;
I am currently drawing graphics onto a JPanel, by overriding the standard paintComponent method.
Is it possible to call a method to draw some predefined shapes, instead of filling this method with all the stuff I need drawn, and if so, how do I do that?