I use Canvas, Graphics & JFrame, but not JPanel, how do I add an Image? To see my code: [Java] package pack.script.game; import java.awt. BorderLayout; import java.awt.Canv - Pastebin.com
What do I need to add, or where can I find information on how to add an image? Can I add an image using Graphics? I will import any utils, swings or awts needed. But I don't want to change my code too much.
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).
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;
So I have scale, and you can change it, like I print out a bufferedimage read by imageio from a file, can I enlarge it by 2x, because my tiles are too small eventhough they're 16x16, should I decided to decrease my tile grid from 40 to 20, but instead change the scale by 2. Can I enlarge the image as it is put on the screen?
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?
Basically I am making a paddleball game, like i'm sure everyone does in learning Java. I'm supposed to use different classes for each component, i.e. one for the ball, one for the paddle, and one for the display, then finally one as a 'controller' to implement mouselistener and stuff.
However, I can't quite grasp how to implement the paintComponent method. I know I can only have it in one class extended from JPanel, and I have the syntax for creating an object which I understand is something like this:
public void paintComponent(Graphics g){ //this is the rectangle my game will be played on, super.paintComponent(g); //a gray background to define boundaries for the ball g.setColor(Color.GRAY); g.drawRect(0, 0, Frame.getHeight(), Frame.getWidth());
However what I don't understand is, how do I then pass this graphics object to the ball and paddle to let them draw themselves? I found something that described it like this here
What I don't get is, if I use this, where would I put the drawRect and stuff to make the other shapes I need? in their class, under the entity.Draw(g) method? or in the display class where it calls the graphic object in the first place?
Last, how can I have my controller class refresh the displays of each of these with the timer I have implemented? Is there a simple way to call one refresh command and have it refresh the drawing of both the paddle and ball simultaneously, or would I need to call a separate refresh command for each object?
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 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()
I have been trying to make a game lately, but I can't seem to work out how to get an image to display on my JFrame. I have tried everything, copied different codes of the internet, but nothing works. Here is my code of the GUI:
import javax.swing.*; import java.awt.*; import java.awt.event.*; public class GUI extends JFrame implements Runnable, ActionListener { JButton start = new JButton("Start nieuw spel"); JButton instellingen = new JButton("Instellingen"); public GUI() {
I'm trying to open an image within a JFrame but the image doesn't show. The directory path is correct. The JFrame opens perfectly but no image is showing.
JFrame frame = new JFrame("IMAGE"); frame.setSize(500,500); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); ImageIcon image = new ImageIcon("images/main.jpg"); JLabel label = new JLabel("", image, JLabel.CENTER); JPanel panel = new JPanel(new BorderLayout()); panel.add( label, BorderLayout.CENTER ); frame.setVisible(true);
I am looking for a solution that will allow me to use a custom background image to replace the JFrame window. I am able to add a background Image, however I am not able to remove the "white" that is supposed to be transparent.
For example; if the image was shaped like a bird with transparent background (.PNG), I would like that to be put on the JFrame. Usually it will be a square with the image in the middle with white background, which I am unable to remove.
How to drag an image beyond the JFrame limits. In Netbeans, when you drag a Java file editor pane out of the main application frame and onto a second monitor, Netbeans provides a semi-transparent image of the pane you're dragging. I would like to reproduce this effect in my own code. I've been able to do this in a test program (code below) using a glass pane, but cannot figure out a good way to get the image to drag beyond the limits of the main application frame. I looked at the DragnGhostDemo from SwingHacks but it has the same limitation. How this could be accomplished?
In the test application below, click on on the button and drag it's image across the application frame.
I am trying to make a game with an image on it, and I have one class that gets the image and the other is the game. When I run the program, it just shows my image on a gray JFrame. This leads me to think the image might be covering my whole game, which is weird because it is a mostly transparent image. I have tried resizing it and everything but I don't know what to do..
I'm trying to add an image on an undecorated JFrame and make it translucent by adjusting its opacity. The problem is that my Image also becomes translucent.
Here is my code:
package Loading; import javax.swing.*; import java.awt.*; public class TransparentFrame extends JFrame{ public TransparentFrame(){ createAndShowGUI();
[Code] .....
How can i make my image opaque but the frame behind it completely invisible. Why I'm getting serialize class warning in this code? that is:
"The serializable class TransparentFrame does not declare a static final serialVersionUID field of type long"
I currently have a program written that outputs a canvas object and adds a picture of 5 taxis to it.I have now added a jtextfield so that a user can add an interger. Ideally if the user was to enter the number 8, there would be 8 taxis added to the canvas.I am having trouble with the final part i mentioned. how to delete the old canvas and output a new one with the amount that the user wrote in the jtextfield.
I' currently wrking on BeatBox application from Head First Java. I made a jpanel the pane of the frame & when i try to add a JMenuBar object to that it is not getting displayed when i run the code. When i add a menuBar directly to the JFrame object it is visible & working fine but not incase when added to JPanel.
I have written a program in JAVA which fetches an image from MYSql Database. I get a BLOB object then I am trying to convert that BLOB object to string; again I am using that object to write the image to a file. the image file is getting created in E: but it does display any image
Sir, I'am new to Swing Programming. I have to create an application where an image is displayed on one Label. The same image has to be split in parts and stored in database pert wise. Later the user has to retrieve the entire image by viewing a small part of the image. I have already displayed the full image on the Label, now i don't know how to split the image and store it part wise in the database.