I am currently making a platformer game which involves a scrolling panel and a sprite. My intention is for the sprite to be able to jump. My code for the frame that the scrolling panel sits on looks like this:
Currently I have the sprite (jumpMan) displayed on the JumpPanel. This is where I have a key listener that intends to control the jumping of the sprite by incrementally moving the sprite through the space to simulate jumping slightly more accurately. The JumpPanel is laid on top of a panel called the GamePanel which sits between the main frame and the JumpPanel. I currently have a timer on the main frame which is firing off the action listener every 5ms.
My hope was that the action performed would repaint at intervals so that the you would be able to see the sprite at different stages of the jump and then as it descends as well. However when I try to make the sprite jump nothing happens, nothing changes on the screen - when I debug through I can see the code going into both the keyPressed and actionPerformed methods but this doesn't seem to do anything.
I've got a panel which an arbitrary number of text fields may be added to at run time. I've got it set up so that the window's height, and the height of the panel in which the fields appear will never exceed the height of the screen.What I don't have is a way to make the panel scroll to access the fields that are being visually truncated. I'm setting the autoscrolls on the panel to true, but when I run the program, the fields are simply truncated.
I've created a chat program, but now I need to show messages in different colors depending if the message is received or sent. I was wondering if I can use jlabel to do this but in this case I need that jlabels to scroll in a jpanel. how to do this or maybe using a rtf ?
The game I am working on now is an overhead game. Anyways I have a visual issues with the sprites where they overlap. I mean its normal to have sprites overlap but I do not want one to appear like it is walking on top of the other rather than the ground. The below is an image illustration the issue I want to address. (I am really good at drawing)
On the right you see what I want my sprites to do, but on left you see overlap in the way I am trying to avoid.
Now my approach to this problem is taking my array of monsters (a class that extends JLabels) and reordering them based on which monster is higher I make this occur at every run of my thread. It seems to me that if a monster is higher it should be added to the screen before the one that is lower. So I try to keep resorting the array of monsters at every iteration of my main game loop based on who is higher to account for the overlap
if (e.getSource() == follower){ c =0; for (monster m: monsters) { //Arrays.sort(monsters, new whoHigherComparator()); //I tried having the sort happen here m.movingToPlayer(joe);//1 Arrays.sort(monsters, new whoHigherComparator());//2 layeredScene1.add(m, new Integer(3));//3
[code]...
The above is code that shows the majority of my games flow I will describe my flow with references to the commented lines above with [num] for better understanding of where I am coming from. Basically, there is a set number of monsters, the monster all locate and move to the player [1], then I attempt to sort the monster array based on height [2], then add my re-sorted monsters back onto the pane in order [3], then bumpers (a type that handle collision and make sure monsters don't overlap too much) attach the current monster [4], if bumpers are touching monsters arae moved away from each other until their bumpers are no longer touching [5], if the monster is moving leftwards set the animation to a leftwards walk [6], and likewise for rightwards walking [7]
By the way this is my comparator
public class whoHigherComparator implements Comparator<monster> { @Override public int compare(monster m1, monster m2) { System.out.println("comping?"); int h1 = m1.getY(); int h2 = m2.getY(); if (h1 < h2)
[code]...
At this point everything in my game flow works just fine, its just the annoying "walking on top of each other" effect that I am having trouble handling. And my attempt at this is line [2] & [3] from my game flow which seems like it would be an effective way to handle the "walking on top of another" effect but its surely not working. I also swapped the returns from my comparator but still no changes. It seems that maybe the array isn't being sorted and/or these changes are just not being reflected.
how I would go about having a moving sprite on a page, such as a virtual pet kind of thing. I've tried searching for it through the years and I've tried it with what I know on my own, but things just act up every time. Either:
A.) The sprite moves (respondent to key strokes, of course), but leaves a trail of its image behind itself.
B.) The background image writes, but for some reason the second image does not write, or is lost behind the background.
I'm sure these are simple issues for most of you, but I've tried going about this for a while now with no luck. What I'm trying to do I'm trying to write a virtual pet game, and I would eventually love to make it move around randomly like an A.I. that's pathfinding, but I've got ideas about that, just I need to know how to make it move period first, everything else I think I could figure out on my own.
When i click on the button from bottom panel, top panel need to be redrawn. But redrawing is not happening. It happens only when resizing the applet.
public class Graphics_Chart(){ public init(){ JScrollPane topPane = new JScrollPane(new ImagePanel2()); topPane.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_NEVER); topPane.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_NEVER);
// code for this file including sql query for 1st <c:forEach> tag which is working fine. <table> <c:forEach items="${rs.rows}" var="data"> <tr> <a href="res_pkey=${data.discount_PKey}#my-offers" data-toggle="modal"> <s:query var="rs2" sql="select * from discount where discount_id='${data.discount_PKey}' " ></s:query> <c:forEach items="${rs2.rows}" var="data2">
[code]....
code is working fine, please check the red coloured lines in code above, here i want to send different value of res_pkey to my-offers according to the user selected row of the table, thats why i am using it in the anchor tag.previously i tried : <c:set> but it updates its value during loading of the page and set it to the last row's value.I want : when user select a row, only that perticular value should be given to tha my-offers
I'm trying to make a checkers game in Java and I managed to make my grid with it's button on it. Each button which has a pawn on it has it's own actionListener which was all done in the loop as I made the grid as shown in my code below. Now I have a huge problem. I don't know how to handle the move, check if move is legal, jump and double jump. Here is the code I wrote so far. I wrote it in such a way that all the buttons which have a pawn on them can perform the same action but then I'm completely stuck.
import java.awt.event.*; import javax.swing.*; import java.awt.*; public class CheckerBoard extends JPanel{ public static final int WIDTH = 530; public static final int HEIGHT = 530; private JButton[][] grids;
import java.awt.*; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.*; import javax.swing.border.Border; import javax.imageio.ImageIO; public class Main extends JApplet implements Runnable, ActionListener {
[Code] .....
I am making a game and there are two problems that I have and can't seem to solve. I never made on applet before, and I'm not good with the swing components, but I am decent programming in Java.
Problem #1: the start button is in the JPanel, I don't want that, I want it to be above the JPanel. Problem #2: I want to put images in to a JTable for organization and character selection purposes, but I keep on getting a string. Do I have to use an ImageIcon to get it to work, or does it matter?
In case you were wonder what kind of game I'm making, I'm making one of those jump games where you jump on platforms and try to go as high as you can without missing a platform. There is going to be character selection for the jumper, and the jumpers are going to be food, like a potato, a banana, a strawberry, etc.
I am making a table that is dynamically made but it isn't working with scroll bars. The scroll bars show but don't work. Here is the code:
JPanel pList = new JPanel(); Component pListl = new JLabel("Here you can view and search for players."); pList.add(pListl); tabbedPane.addTab("Player List",pList); tabbedPane.setMnemonicAt(0,KeyEvent.VK_1);
[Code] ....
Yes I am spamming entries into the result object, this is so I can test the scrolling as right now I don't have enough data for overflowing entries but will do soon.
I am trying to create a JScrollPane with buttons in it, but I noticed that when I try to scroll, the items all move into ONE row at the top of the JScrollPane. How do I have them vertical? Is there something wrong with the way I am setting up the JScrollPane?
i am trying to make a platform game in java and to do this im trying to make a scrolling bacground. i can get the background image to scroll. However, i cant get the image to scroll forever, here is the code.
GamePanel class ( the jpanel ) public class GamePanel extends JPanel implements ActionListener{ static ArrayList<BackGround> store = new ArrayList<BackGround>(); public GamePanel(){ setFocusable(true); Timer time = new Timer(5,this); time.start(); store.add(new BackGround(0,-200));
the problem i have is that i want the bacground to loop. however, once the first instance of the background is done scrolling it freezes and doesnt load anymore. here is the code for adding a new background to the list
I have Implemented a user control / component that allows zooming in and out of a displayed BufferedImage, for discussion's sake, 3rd party libraries are excluded and everything must be from scratch.I have an image rendered on a JPanel, the JPanel is contained within a scrollbar.
Zooming inout etc works perfectly.The Scrollbars are rendered correctly on Zoom In and disappear when I zoom out.I want to add the functionality of focusing on a specific quarter of the displayed image via four dedicated buttons, each send an int (1-4) to a method, that controls the scrollbars.
And resizes the image whilst scrolling the scrollbars accordingly,The method works as expected, and the scrollbars go to the desired location, But there's a catch:The first click on any of the above buttons does not work, but from the second click and on, everything works great!
I would like to have one horizontal scrollbar control the scrolling of two JScrollPane objects (each of which contains a JTable with similar models). The line of code that I hoped would give me what I want is this:
It does exactly what I want, except that the scrollbar appears on-screen in the spUpper JScrollPane, while the spLower JScrollPane no longer displays a scrollbar at all. That's the opposite of what I expected. Apparently, spUpper's setHorizontalScrollBar is "stealing" spLower's scrollbar.
An alternative is just to have each scrollbar use the same model, like this:
This links the two scrollbars such that either will control both JScrollPanes (and also the other scrollbar), but it leaves them both visible, which is not what I want. I would have thought this line would make one of them invisible:
The full code using the first approach is below. My questions are these:
Am I correct that setHorizontalScrollBar not only sets which JScrollBar will control a JScrollPane, but also determines where it appears on the screen?If so, what happens to the original JScrollBar? Is it replaced or am I drawing one on top of the other (or something else)?Why doesn't setVisible(false) make the scrollbar disappear (and how can I do that)?
package tandemtables; public class Main extends javax.swing.JFrame { public Main()
what I want to be able to do is when the game is over a dialogue box pops up and asks if the user wants to play again and if the user clicks "Yes," then I want to restart the program. I have it to where it recalls my method to play the game which opens the program again, but it doesn't close the old window.
Is there a way to restart the program without the new window popping up? If not, how do I close the old window? Also, how to default the window to being maximized? It makes it easier to see the character and objects on the screen.
I have datatable with live scrolling enabled.The columns are not getting sorted fully.When one of the columns is sorted,for example "insured" in the image shown below, all the records seem to have sorted but when i reach the end of scroll and next set of records get loaded i see other records in unsorted order as indicated in the image ,when i try to see the column in descending order.So because of this i am not getting the sorting feature accurately done(All records are not getting sorted at a single stretch)
I am having problems trying to get my jPanel to display my drawings properly after scrolling. (My drawings is done using by overriding the paint() method as the paintComponent() method does not work in my case.) My jPanel is component of my JScrollpane, and my JScrollpane is part of my jFrame.
The organization of components is: JFrame <-- JScrollPane <-- JPanel ( <-- means added to).
Situation: My drawings did appear when the frame becomes start, but when I start scrolling the scrollbar in any direction, it starts to eat up my drawing leaving only part of drawing which is not affected by scrolling.
I want my jpanel to display the drawing properly even after scrolling in both vertical and horizontal directions. I did use revalidate and repaint methods in my method for start of the JFrame.
Some Ways which I have tried:
1) I have tried adding this.revalidate() and this.repaint() method to the paint() method which did retains the image, but the jPanel keeps blinking on my screen which is trying attempt to update the drawing in a recursive manner.
2) I have tried panel.repaint() and panel.revalidate() in my paint() method, but it did not display my drawing.
3) I have read from other sources that I needed a listener to do it, but I am not sure how it works.
// Code Use for Listener jScrollPane1.getViewport().addChangeListener(new ListenAdditionsScrolled()); public class ListenAdditionsScrolled implements ChangeListener { public void stateChanged(ChangeEvent e) { jPanel3.revalidate(); jPanel3.repaint(); } }
I am trying to place a number of JLabel and JTextField objects inside a JPanel which has a JScrollPane.
One thing is, that at one time, I have have a certain number of JLabel and JTextField objects which number would cover an area greater than the JPanel's vertical size.
How when I implement the JScrollPane and I run the program, the scroll bars appear, but they don't scroll the pane inside the JPanel, the items are fixed.
Could the problem be because I am using a Null Layout.
Will I have to use one of the standard layouts available, like GridLayout for the JScrollPane scrolling function to work?
Okay, gotta be able to move the image when a key is pressed. When I test it, the image moves, but leaves the old image behind.
package Game; import java.awt.Component; import javax.swing.JOptionPane; public class Game { private Grid grid; //holds the grid used to store and display images private int userRow; //keep track of which row the user-controlled image appears in private int msElapsed; //keep track of the total amount of milliseconds that have elapsed since the start of the game
[Code] ....
Here is what I was given on instructions:
Complete the handleKeyPress method. Write the following line of code in the handleKeyPress method to check for a key press:
int key = grid.checkLastKeyPressed();
If the user pressed the up arrow (key == 38), move the user's image up one row (unless the user is already in the top row). Likewise, if the user pressed the down arrow (key == 40), move the user's image down one row (unless the user is already in the bottom row). Either way, make sure to update userRow.
Movement of the image can be accomplished by changing the value of userRow. Study how the initial image is displayed in the game constructor, then
Set the current image location to null
Update userRow to the new location and,
Set the image in the new value of userRow.
You should be able to move the user image up and down, and you should be prevented from moving the image off the screen.
I have jFrame where I have to display data from database on button click. There are 4 buttons, first to display the first record in database, last to display the last record in database, next to display the next record and previous to display the previous record. I have done first and last record but what should I do to display the next and previous record.
I have a primefaces datatable with about 52000 records to be fetched.Since it is a large dataset,i tried using live scrolling feature of primefaces with scroll rows equal to 20.THe number of columns is 53.The table also has filtering and sorting feature on its each column.Still i am not satisfied with the performance of the table.It takes about 15 secs for the page to load,worst thing is that it takes about 65 secs for the next set of 20 records to be loaded on reaching the end of scrolling.
Just for testing i reduced the total number of records to 25000 and the preformance improves with scroll time of 29 secs.I am really not able to understand why it is taking this much time when i am displaying only 20 records at a time.The total number of records should not have affected the performance.