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?
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.
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
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.
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);
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I'm not sure what's wrong , probably something to do from this pc ? since in the lab work at uni it worked fine .
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.
I have been trying to add a draw system to my code so far once all the boxes have been taken it does not tell the player its a draw game over. I have tried and deleted some code but I have commented some stuff that did'nt work at the bottom and also the X's and O's can be replaced in the same spaces?
import java.util.*; //import for scanner public class NoughtsAndCrosses { public static int row,col; //integer for rows and columns public static Scanner scan = new Scanner(System.in); //Scans the program public static char[][] board = new char [4][4]; //Characters for the board set out 4/4
I have few values for X and Y axis from the Oracle DB table. SO is there any java technology available to display the values in the form of graph with the valuesfrom the table along X and Y axis and represent it in any form of graph , which we could chose.
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:"));
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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'm trying to make a code that will draw "roses" using polar functions. The code below is what I have, but when I run it nothing happens. What's missing?
package rose; import edu.princeton.cs.StdDraw; public class Rose { public static void main(String [] args) { int N = Integer.parseInt(args[0]); StdDraw.setCanvasSize(512, 512);
I'm trying to read images and draw them on JLabel. This code snippet below is reading images from a folder
private ArrayList<ShowItem> getData() { int score = 0; ArrayList<ShowItem> item = new ArrayList<ShowItem>(); File dir = new File(getImageFolderPath()); if (dir.isDirectory()) { for (final File f : dir.listFiles(IMAGE_FILTER)) { BufferedImage img = null; try {
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ShowItem is a class that extends Image. DisplayImage extends ShowItem.
One of the overridden methods in ShowItem is
@Override public Graphics getGraphics() { return null; }
I'm not exactly sure what to do here so I left it.
In another class, where I draw the images on Jlabel. This is what I have:
I tried to run it, and check if I'm actually getting the images, and did system out and it listed all the jpg images I have but it's not displaying on the panel.
one of the java swing challenge I am facing. Problem statement: there are two JPanels panel 1 and panel 2 placed on a JFrame one below the other as panel 2 below panel 1. Now, I need to put a JButton in any one of the panels such that this JButton displays half in panel 1 and half in panel 2.
private void createTextBox() { Graphics g = Game.getG(); Font font = new Font(fontName, fontStyle, fontSize); g.setFont(font); height = BORDER_WIDTH*2 + g.getFontMetrics().getHeight(); int stringWidth = g.getFontMetrics().stringWidth(dialog); width = BORDER_WIDTH*2 + stringWidth;
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This gets called when ever I want to create my Textbox object however what gets created is a purple box (i know that I have set the array elements to purple to begin with) however when I try to use the drawstring method to "draw a string" I get an image which looks like the gif below. I have changed the text size to various sizes but without success. The string is supposed to say "This is a test" but obviously it doesn't.
I have a class that implements JComponent and draw a rectangle and if a key pressed(for example UP) I want to draw it up, and then when down key pressed to draw it down... But I want not only to disappear, but somehow to move, so the user can see the rectangle moving...