Swing/AWT/SWT :: Display Image On Game
Jan 19, 2014
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:
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
[code]....
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Mar 28, 2015
why this code, doesn't display the image?
import java.awt.Graphics;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
[code]...
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Jan 16, 2014
How to display an image on a JFrame. If you can, pany example code.
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Aug 8, 2014
I am fairly new to Java. I am trying to learn some image manipulation basics. I have searched the web endlessly and made numerous attempts but I cannot seem to get a darn image to display. This code is my latest attempt in Eclipse. The file I am using is chairangle.jpg which is is the src folder of the package I am working in in Eclipse. I am on Windows 8.
import java.awt.*;
import javax.swing.*;
import javax.swing.ImageIcon;
public class otherimg extends JFrame
{
public static void main(String args[]){
JFrame f = new JFrame();
ImageIcon image = new ImageIcon("image/chairangle.jpg");
JLabel label = new JLabel("", image, JLabel.CENTER);
JPanel panel = new JPanel(new BorderLayout());
panel.add( label, BorderLayout.CENTER );
f.pack();
f.setVisible(true);
}
}
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Aug 29, 2014
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.
import java.util.*;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.awt.geom.AffineTransform;
import javax.swing.*;
import java.lang.Math.*;
import java.io.*;
import javax.imageio.*;
[Code] .....
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.
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Jan 5, 2015
I stored an image into MySQL database using swings and hibernate but I am struggling to retrieve that image from MySQL database and display same image in the jTable cell and same as on jLabel whatever I retrieve from the database using swings and hibernate .
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Apr 7, 2014
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.
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Jan 23, 2014
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
frame.setIconImage(Image image)
which does not work for me.
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Nov 13, 2014
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() {
[Code]...
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Oct 21, 2014
I've been on this for a while and for some reason I just can't seem to get this to work. I know my code is solid, but it won't display my image. I've tried swithcing the image to different directories and also using different image sizes and types. I even used Orcale's guide to display your image, but still no go! All I get is a blank canvas? There are no errors. I'm also running NetbeansIDE 8 that supports JavaFX and I made sure the project is a JavaFX Application project.
All I get is a blank new window, but no images.
Here's my code:
package javafxapplication3;
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import javafx.scene.image.Image;
[code]....
The homework called for me to display it three times - the first one regular, second resized, and the last one rotated. I even deleted the extra images in hope at least one appears.
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Apr 12, 2014
I'm simply trying to make a gui for managing images for my purpose, but i fall at the first step: I'm actually not able to display an image, whether it would be a .gif or .jpg ....
//--------MY PANEL FOR VIEWING IMAGE---------
package graph2D;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.MediaTracker;
import java.awt.Toolkit;
import javax.swing.JPanel;
class PannelloConImmagine extends JPanel {
private Image miaImmagine;
[Code] .....
it is supposed that i placed the image "pippo.gif" in my project "src" folder, isn't it? anyway I tried to add a new folder to my build Path, and place pippo.gif on it, but it doesn't work.
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Mar 27, 2014
I am using Netbeans. For some reason I cant display an image.
Java Code:
import java.applet.Applet;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
import java.net.URL;
public class ImageLoadingTutorial extends Applet{
private Image spiral = null;
[Code] ....
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Mar 19, 2015
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.
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Mar 15, 2014
I want to do the followings:
-When i press "choose the Image Path" a window open like a picture 2.
-I want also satisfy the condition written in red.
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May 23, 2014
If you look at line 74 you will see my actionPerformed method where I want to switch the icon displayed on the JButton. I know I still have to add the images to the button however I am running into a few issues here.
In my next class it will be vital that I can decipher what each icon is display on the JButton.
Java Code: import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class Screen implements ActionListener
[code]....
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Jun 24, 2014
I am writing a program that will have a GUI window and displays an image when clicked on the image changes and clicked on again the image changes once more. Here is what i have.
package ButtonLab;
import java.awt.BorderLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
[Code]....
The issue i am having is when i run it the window pops up but with no images. The images wont load, I have tried to use the c: path to the image also.
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Jul 30, 2014
I am writing a piece of software to display an image on the screen using a particular library. The library lets me create an Atlas out of texture file data, to fetch Textures out of the Atlas using the textures' names, and to draw the textures by calling Renderer.draw(texture). It doesn't make a great deal of sense to create more than one of an Atlas or Renderer. I previously designed my code as follows:
public class SystemAssets {
static Atlas atlas;
public static void initializeAtlas(String pathToTextureFiles) {
atlas = new Atlas(pathToTextureFiles);
}
public static Texture getTexture(String textureName) {
return atlas.getTexture(textureName);
}
}
Similarly, I made a TextureRenderer class whose sole purpose is to provide static access to a Renderer. But many people seem to say that opening up a class like this to global access is bad. I cannot think of any better alternative, however. My core update/draw logic currently works something like this:
public class Game extends AbstractGame {
public void init() {
Screen current = new FirstScreen();
TextureRenderer.initialize();
[code]...
Making a Renderer object belong to the Game or Screen class doesn't make much sense to me, as there doesn't seem to really be a 'has-a' relationship between them; it's more of a 'uses-a', so that seems to imply that it would be best to just call Renderer.draw(thing) from outside the class rather than making it a data member. This would make my main code essentially call the various methods in order to get or print some form of data, much like System.out.println(). And of course, making one of the classes a subclass of Renderer makes even less sense. But making data members static for the purpose of global access and using singletons are often cited as 'bad' programming practices. This problem also arises in a lot of other scenarios in my program, ie. when I want to serialize Thing data members like texture filenames; do I put the serializer as a static data member in a class for global access and call it like I would a function, or do I put it in a class? And it seems like the Renderer will have to be initialized at the start of the program, which would take place in the init() method in Game, then be used to draw Textures in the Screen, so it would have to be accessible from both locations.
edit: In case it's suggested to put these in the main class, that's unfortunately going to be difficult without using static variables; the library recommends having the main class creating an Application object, which is essentially a black box that actually does all the work of calling Game's init() and draw() methods (via a Game object passed into its constructor) and looping until the program exits. AbstractGame and Screen are classes supplied by the library, so it doesn't seem like I can easily give Game any data that AbstractGame doesn't specifically ask for.
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Jun 18, 2014
I have a WebView and a Javascript that appends an <img> tag in a webview.
Like so:
function insertImg(src) {
$("body").append("<img src='" + src + "'/>");
}
I call this function with the following code:
String path = "file://Users/rod/Desktop/123.gif";
webengine.executeScript("insertImg('" + path + "')");
However, this does not work and no image is displayed.
How can this be achieved?
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Feb 26, 2014
I'm in the process of building an algorithm for a leaderboard for my game, but now I'm stuck.
- It is a two-player game.
- The leaderboard is supposed to display the top 5 players.
- Scores will be saved to an external .txt file as a reference.
Also, may I add that I still cannot decide if I should only consider the winner's score for the leaderboard, or also the loser's.
For example:
Player 1 is Juliet.
Player 2 is Romeo.
At the end of the match, Juliet's score is greater than Romeo's.
Should I only evaluate Juliet's score for the leaderboard, or both of their scores? As of now my algorithm considers only the winner's score.
As of the moment I'm also only thinking of using JLabel to display the scores, but I'm not sure if this is the most efficient way to do it. I'm considering JTable.
So here's my current algorithm:
1) When the user starts a new match/returns to menu/exits game: (I provided 4 options: new game (scores remain but the board is reset), new match (everything is reset), menu, and exit.)
public class Game
{
//This class also holds the code for the operation of the game
if (event.getSource() == newmatch)//or menu or exit {
if (p1score != 0 || p2score != 0) {
Leaderboard x;
[Code] .....
3) The next step which is I'm highly unsure of is to create an ArrayList for the scores (I'm missing the part about the player's name because well I'm not sure as well how I will approach it) and then sort it, but the problem after that would be how to make the score agree with the player's name, if you get what I mean.
Like for example the scores are:
Anna = 1
Pamela = 5
Gabby = 3
Sorted: 5, 3, 1
Pamela has the highest score, but how will I be able to display her name together with her score?
4) I have a checker which determines if the ArrayList of scores is empty, and if it is, it will automatically display the player's name and score (this is for the first pair of players).
It's something like this:
if (board.isEmpty()){
label1.setText(winnername);
scorelabel1.setText(winnerscore);
} else {
//
}
There's a whole lot of buzz going on and now I don't know how I should proceed.
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Nov 2, 2014
I want to store an image/file into oracle database using jsp.
I have written code to store data when am running in my machine it is working fine, but not working in server throwing an error saying that "The system cannot find the file specified."
I am attaching the code what am written.
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Mar 27, 2015
i have very critical problem in my collage project i have try many code but still i cant solve this problem, i want to display image on jlabel or jpanel with respect of components size without use of drawimage method
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Sep 9, 2014
I'm using Scene Builder 2.0 and have added an ImageView to the parent AnchorPane. I've added my PNG files for the app icon and the various buttons. I select the ImageView in Scene Builder and then crawl the filesystem to the project package folder and select the PNG for the Image. The assigned image is displayed in the Imageview in Scene Builder in both design mode and Preview mode.
While everything else shows up properly when the app is executed, the image assigned to the ImageView does not display.
From the FXML file:
<ImageView fx:id="ivBRULogo" fitHeight="64.0" fitWidth="64.0" layoutX="14.0" layoutY="14.0" pickOnBounds="true" preserveRatio="true" AnchorPane.leftAnchor="14.0" AnchorPane.topAnchor="14.0">
<image>
<Image url="@BRU_PE_B_64.png" />
</image>
</ImageView>
What might be occurring between the compiled app and what Scene Builder generates?
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Sep 30, 2014
I have a java swing application.
1. The human user of my application asks it to fire up a scanner which scans a paper document. The document is a filled in form.
2. The application then displays the scanned image to the human user.The image is displayed in a JScrollPane since it may be larger than the scroll pane.
3. The human user needs to locate a certain item in the form, for example a social security number, and enter it into a field in a data entry screen.Note that the image and the field appear on the same screen.
Of-course the social security number always appears in the same location in the image. Also the image needs to be the appropriate magnification and resolution to allow the human user to easily read and understand the item he is searching for in the image.
What is the best way to present the scanned image to the user such that he immediately sees the item he requires and can enter it into the data entry field.
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Jun 20, 2014
I have added the image in the src and bin directories and cross-checked that the name of the image file is correct..Here is the main class
import javax.swing.*;
public class apples
{
public static void main(String args[])
{
JFrame frame = new JFrame();
MyDrawPanel wid = new MyDrawPanel();
frame.add(wid);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
frame.setSize(300,300);
}
}
and here is the class that does the image adding part
import java.awt.*;
import javax.swing.*;
public class MyDrawPanel extends JPanel
{
public void paintComponent(Graphics g)
{
Image image = new ImageIcon("b.png").getImage();
g.drawImage(image,20, 20, this);
}
}
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Apr 14, 2014
My database contains path of images that I want my jComboBox to diaplay. I have written the following code but it does not work for comboBox but works fine when I display image on jLabel etc. How should I go about this
try {
try {
Class.forName("sun.jdbc.odbc.JdbcOdbcDriver");
} catch (ClassNotFoundException ex) {
Logger.getLogger(updatedetail.class.getName()).log(Level.SEVERE, null, ex);
[Code] ....
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Feb 19, 2014
Trying to get an image to display in a GUI.
try {
ByteArrayInputStream in = new ByteArrayInputStream(
transferWorker.bOutput
.toByteArray());
BufferedImage bufferedImage = ImageIO
.read(in);
[Code] ....
But nothing is happening in the GUI. I have stepped through and bufferedimage contains the data, but its not being displayed. Whats happening is, an image is being transmitted to serial port of laptop, so i'm taking it in and storing it in a BufferOutputStream and then trying to open it in my GUI class.
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