I recently made a game. But, I want to package it and give it to my friends. I know that I can create a jar of it and add the images to the folder, but what I would absolutely love is for it to just be a picture with the game name and click to run. The second thing is to replace that java icon to an icon of my preference, which I have been told numerous times to do with
Recently I have been working on an executable launcher. I tried to get the executable icons and set them on the JButtons. Still there are some problems. Here is a part of the code:
Here the getConfig() method is already defined to get a string in a "properties" file. However, the icons are very small and they don't fill the entire button.
How can the icon fill the entire button (for example, having a custom size of 48x48, or automatically filled the button)? The frame will not be resized.
Any way to resize an ImageIcon when placing it on a Button so that I don't have to physically rezize the image file?? I am writing an Application, not an applet, so the getImage method won't work.
how to display a jpg image on a through a Jlabel. I am sure it is a simple error but I am still new to GUI's. line 31 to 35 you can see the ImageIcon and file wrapped in the JLabel. I verified its in the correct location and file name, but usually fails (i thought) when it is not correct.
I am writing code for a simple java game. The problem I am running into is that I have a moving icon (J button) that is controlled using the keyboard (arrows) and I also have stationary icons (J button). Is there a way to keep the moving icon from passing over the stationary icon? I would like the stationary icon to act like a wall.
This is my code and it works! But how/where do I set a background image for it to appear as the background of my calculator? The code I have for it is this -
import javax.swing.*; import java.awt.*; import java.awt.event.*; /** * Program using SWING components to create a Christmas themed Calculator. */ public class ChristmasCalculator implements ActionListener
Is there any class which lets me set brightness to an image, preferably BufferedImage but it doesn't really matter, and then whenever desired remove the brightness. I have tried using RescaleOp, but it doesn't satisfy the latter criterion. When I have brightened the image, I can't seem to get it back to normal.
Java Code:
RescaleOp op; if(image should be brightened){ float scales[] = {2f, 2f, 2f, 1f}, offsets[] = new float[4];
op = new RescaleOp(scales, offsets, null); op.filter(getImage(), getImage()); }else{ float scales[] = {1f, 1f, 1f, 1f}, offsets[] = new float[4];
op = new RescaleOp(scales, offsets, null); op.filter(getImage(), getImage()); } mh_sh_highlight_all('java');
I have a class that retrieves an image, and a class that is a game. I want to put my image onto the game to use it as the main figure. As of right now in eclipse, the game class runs, so the game works, but the image doesn't do anything. Need to put the image into the game? Here is my image class:
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.
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 a WindowClosing(WindowEvent e) method, but when I close my window it isn't doing anything inside the method. I am making a launcher and I want to make it so when the actual game window is closed it makes the launcher window visible again.
Java Code: public void windowClosing(WindowEvent e) { this.jf.setVisible(true); } mh_sh_highlight_all('java');
I wrote a program to transfer a file using tcp connection, where I closed socket since the receiver need to detect the end-of--file. But now I like to extend it to multiple file for which i should not close the socket until all the files are send. I can't find a way for this. So how to resolve it.
if the above code is to launch another application using java then how can I close/exit the same(another) application using java code once I press the exit button of my java app.
I'm going through a file (MySQL dump) and I wish to take the SQL and create individual files for each table (as opposed to what I do now, which is just run through the whole thing).
Now, this all works fine - but what I want to do is create a separate .sql file for each table.
However, I can't figure out the best way to do this - how do I create a new FileWriter (or instance of whatever class is required) as I'm going through the while loop? That or pointing the same one to different files as I go through the loop.
It can be assumed that the file may exceed RAM - I want to do it line by line rather than slurping the entire file as a string and "cheating" that way.
There appear to be many (a bewildering amount of) I/O options and I'm just unsure.
I am modifying existing code to display graph after pressing calculate button. The graph pop ups in new controller/window. The pop up disappears after closing the application entirely. However I have trouble figuring out if it is possible to close that old/previous pop up and new pop up appears when calculate button is pressed again. Or at least reuse the pop up to display a new graph.
public class AdamCalculationApp extends AbstractCalculation { /** * Does a calculation. */ public void calculate() { // Does a calculation control.println("Adam Calculation button pressed."); double k = control.getDouble("k value"); // String must match argument of setValue control.println("k*k = "+(k*k)); control.println("random = "+Math.random());
While analyzing the thread dumps for a performance issue in our java ee web application, I see many thread dumps stuck on a closing brace of a while loop. Here is the code block of a third party library bitronix (version 1.3.3 SNAPSHOT)
public XAResourceHolderState findXAResourceHolderState(XAResource xaResource) throws BitronixSystemException { Iterator it = resources.iterator(); while (it.hasNext()) { XAResourceHolderState xaResourceHolderState = (XAResourceHolderState) it.next(); if (xaResourceHolderState.getXAResource() == xaResource) return xaResourceHolderState; } return null; }
The thread dumps indicate that many threads are stuck in RUNNABLE state on line number 07. What could be the possible reasons on why a thread could get stuck on a closing brace of a while loop? The iterator of the while loop is a custom implementation.
I have a Dialog with no buttons (the dialog pane contains some graphic elements which act as my buttons). I show the dialog and try to click the close window button on the dialogs title bar, and the dialog does not close! I read the docs and it appears that only dialogs that have one or more buttons can be abnormally closed (and only under certain well defined sensible conditions). How can I abnormally close a dialog with no buttons?
So I'm in the middle of creating a model program with voxels. I want to be able to see how the model looks like when I'm in for example my documents (not inside the real program). I want it to show an image of the model, just like a png file shows its image. I've tried looking around, but I've only found threads about changing exe files icon.
Image example:
So, is this possible in Java or do I need to use c/c++ (with JNA) to make this possible?
I want the Jbutton Button1 icon to change when i click it howerer i am getting the error can not find symbol for the code in the actionPerformrd method.
I have a problem I must solve and could not find an answer after a couple weeks of research, so here I am. I have created a custom Table Cell Renderer than extends DefaultTreeCellRenderer. The mission of this renderer is to set the branch icons depending on conditional statements. There are 3 conditions, and each one should render a different icon. These conditions must be tested against all branches in the tree. This means that using something like setOpenIcon() and setClosedIcon() will not work since it seems as though these methods set all branches to a specific icon (I could be wrong about that though). Below is the code for my custom. I made comments so it is easier to understand what I want to happen and what is not happening.
/**Custom Cell Render that will set the icons for the tree branches and the leafs*/ private TreeIconCellRenderer extends DefaultTreeCellRenderer{ public Component.getTreeCellRendererComponent(JTree tree, Object value,boolean selected,boolean expanded, boolean leaf, boolean row, boolean hasFocus){ //Get defaults in case there is no need to renderer
[Code] ...
What I really need to know is why the renderer is not differentiating between the leaves and branches. The logging statements I have added confirm that the branch block of code does not execute.