I am currently trying to make a Tetris game, so far I've got a class drawing that extends a JPanel as my canvas, a class Square that is 1 square(20 by 20) and a class LineShape that should draw 4 squares above each other. The class Frame way below is merely to set things up.
Currently i'm able to draw objects of my class Square, so I made a class LineShape that combines both and makes a 4Square long line.
My problem is when I try to draw an object of the class LineShape, it shows nothing, removes what is already painted(the square) and gives an error message:
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
at LineShape.<init>(Screen.java:96)
at Drawing.paint(Screen.java:79)
I put my classes together so you can copy paste and run, make a new screen to start, to see the problem occur, go to the drawing class's paint method and uncomment these lines:
// LineShape shape = new LineShape(this);
// shape.paint(g);
Below are my classes:
import javax.swing.*;
import java.awt.*;
public class Screen {
private Frame frame;
private Frame inputFrame;
private JPanel panel;
My question is, how do I get my Cube to visualize in the JPanel? I've tried a bunch of add methods but they don't compile. Is there a proper method I can use to add an object to a JPanel?
I post the code I'm developing for a tetris-based characters. The problem I have is that I can't print the piece within the board. I haven't any error.
Class Piezas
Java Code:
public class Piezas {
public Piezas() {} //atributos private int i; private int j; private char m[][]; private int formaPieza;
I want to make a simple Table Tennis game. I have 2 drawing classes. 1st should draw oval and 2nd rectangle. But second class, which should draw rectangle doesn't work and if i use it together with oval class, then oval doesn't appear too.
Java Code:
public static void main(String[] args) throws InterruptedException { Intro i = new Intro(); Pall pall = new Pall(); Laud laud = new Laud(); i.frameID().add(pall); // this adds oval i.frameID().add(laud); // this adds rectangle i.frameID().pack(); i.frameID().setSize(400, 400);
I am attempting to make some Java2D shapes by wrapping them in subclasses of JComponent and giving them functionality. Unfortunately after defining paintComponent and adding it to the JPanel the shape is not showing up. As in my last thread the code is mostly irrelevant but the perhaps worth a skim. The only methods truely relevant are the paintComponent method in my shape and Sandbox constructor.
Java Code:
public class Sandbox extends JPanel { private Timer timer; private Circle c; public Sandbox() { c = new Circle(); add(c); setPreferredSize(new Dimension(400, 300));
I have 4 small applets on a page that simply prints out the quadratic equation for values passed in. There are 4 applets on a page that have different values assigned. They display fine.... sometimes.... if I refresh or generate new numbers sometimes one applet looks as though it has numbers overlapping the new values. If I resize or drag the browser everything displays fine again - no need to refresh the browser or anything. It's as though old values or something are being overwritten by the new or something similar is happening. What should I include in the paint method of the JPanel that might clear the applet before initial painting happens..... if anything?
I have in my app a JTable. I would like to know how can i do to, when i click in a cell, my jtable paint the entire line of this cell. Here is what i did.
Method call: private void jTable1MouseClicked(java.awt.event.MouseEvent evt) { int row = jTable1.rowAtPoint( evt.getPoint() );// Don't know how to send this info through setDefaultRenderer. jTable1.setDefaultRenderer( Object.class, new RowRender() );
I keep hearing these two term when it comes to painting in Swing, however, I'm not sure which is which. To my understanding is that the child components are the ones that already exist on screen (could be a JButton, JFrame, or custom painting) . and the parent components are the one to be added/drawn next. (hence, if we override the paintChildren() method when painting, the components that were already on the screen don't appear any more) ....
Pretty much the title. Everything was running fine until a moment, when pain updated only once after the first resize. I've seen some worries about th.start(); or repaint(); but I did not manage to track the problem down since I'm a rookie at programming. Here's the Main class.
import java.applet.*; import java.awt.*; public class Main extends Applet implements Runnable { // variables Thread th; Player player; static Shot [] shots;
Write a program that computes the cost of painting and installing carpet in a room. Assume that the room has one door, two windows, and one bookshelf. Your program must do the following:a. Prompts the user to enter, in feet, the length, width, and height of a room.
A. Read the dimensions of the room.
b. Prompts the user to enter the width and heights, in feet, of the door, each window, and the bookshelf. Read these quantities.
c. Prompts the user to enter the cost, per square foot, of painting the walls. Read these quantities.
d. Prompts the user to enter of cost, per square foot, of installing carpet. Read these quantities.
e. Output the cost of painting the walls and installing the carpet.
why am I not getting a proper shape of "Leftarrow"? The result should look like the following (the system draws the arrow abnormally, so the beginning should a real ARROW:
*
* *
* *
* * * * * * * * *
* *
* *
*
here is the class:
Java Code: public class LeftArrow extends ShapeBase { private int lengthOfTail; private int widthOfArrowHead;
class shape{ public static void main(String [] args){ for(int x =0 ; x<=6;x++){ for(int y =0 ; x > y ; y++){ System.out.print(x); } System.out.print(" "); } } }
i java a project with java draw golf course and currently working on 2 combo boxes to change shape of the flag on the post and fill color as well on combo box item change. I have below code. as am new to java what to do next.
import java.awt.*; import java.awt.event.ItemEvent; import javax.swing.*; public class GulfCourse extends JPanel{ public void paintComponent( Graphics g){ super.paintComponents(g); //draw green oval
I'm making a program that prints arrows of varying tail length, head width, and displacement.The shape algorithms are working properly, but the displacement isn't working. The first arrow has zero displacement, and the second one is supposed to be bigger and start the print at 10 spaces right and 5 spaces down from the default, but it's not working. I tried changing the displacement settings of the first arrow, and no changes happened, so I know that the positions aren't registering properly in general. How to pass the xAdj and yAdj (displacement) values? I think I have the empty space formula set up, but it's still not running.
Driver: public class Driver { //default values public static final int Arrow_Default_xAdj = 0; public static final int Arrow_Default_yAdj = 0; public static final int Arrow_Default_tail = 5; public static final int Arrow_Default_width = 5;
I'm going to make tiles for my RPG game, instead of drawing each shape of the tile, I will just draw the full tile in a spritesheet. I will create a sprite sheet of shapes that I want to clip somehow or use to cut the original full image into the shape I want. How can I, take a Buffered Image, cut it's shape and perhaps add something, giving me a Buffered Image of a cut tile with possibly added features that I can then draw with Graphics?
I am supposed to Write a program that prints a shape similar to the following shape. Maximize use of loops and minimize use of print statements.
.....* ....** ...*** ..**** ...*** ....** .....*
(without the "...")(i couldn't get it to stay in shape)
This is what i got so far:
Java Code: package assignment7;
public class Exercise3 { public static void main (String[] args) { for (int count =0; count < 4; count++) { for (int j=0; j < count+1; j++) [Code] ....
I'm making my 2D Java game, in my own style, in my own way. I'm trying to make it as code efficient as possible and compact, it usually is easier to change that way. I'm going to use BufferedImage subdivision on tilesets to take out tiles that I need, rather than creating multiple images with a tile each. Now, I've made multiple water tiles, for how they would be arranged differently.
So let's say you have a single water spot, it will be circular, you have two water spots, you have a tile-thick line with circular ends like two little water spots connected, this makes the game look more advanced, better, more realistic and good in many other ways. But, I found that an avarage amount of shapes needed is 25. I thought, how could I make this more efficient?
Could it be possible to use like shape cutting tools or something that would take out a specific shape of a single water tile to leave out all the different shapes, this is a good idea because I could use these tools for all kinds of different tiles in order to make specific features. By tools I mean simple black shapes which will remove the unwanted parts of the tile to form the wanted shape.
I am trying to draw at my mouse a certain shape that I have set. I defined some shapes where they extend shape and draw circles and stuff. But when I click on panel it seems the paint doesnt put anything there. Debugger tells me shapes are saved though.
I was working on this project, and I have everything working, except that it doesn't change the colors of the shapes in the other window. Here's the code to see what I'm doing wrong:
Java Code:
import javax.swing.*; import java.awt.*; import java.awt.event.*; public class JDemo { //Global Variables static Color color0 = Color.blue; //sets the value in the color0 variable to the method Color.blue . static Color color1 = Color.red; //Sets the value in the color1 variable to the method Color.red .
[Code] ....
The button0 is supposed to switch the color in window1, and button1 is supposed to switch the color in window0.
I need to modify the drawShape method to calculate the distance from the starting point (the diameter) of any shape regardless of how many sides I give it, but I have absolutely no clue where to begin with this. The ultimate goal of the program is to calculate the value of pi using the shape that is drawn.
Here is the code:
public class PiTurtle extends Turtle { private double mySize; private int mySides; private double diameter = 0; final static double startX = 590.0; final double startY; public PiTurtle(int nSides)