Make A Screen Black For A Buffered Image

Jan 10, 2015

I tried to make a buffered screen image that constantly refreshed an image (a black screen) however it does not seem to be working.

Java Code: import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;

[code]....

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Buffered Image Alpha RGB - How To Make Alpha Work

Apr 9, 2014

So what I do normally is draw the bottom layer of grass, and when I draw the second layer with trees, the tree layer has a shadow, that shadow doesn't go ontop of the grass layer, but instead it overwrites the grass layer aswell and I've checked the color codes, the shadow has combined with white, not the first layer.

it's obvious that that's not how alpha works then, how do I do it?

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Nov 21, 2014

I wrote this code which print a black image depends on the number of rows and columns you give it

public class BlackImg {
private Mycolor[][] colorArr; //Mycolor is a class i wrote that represents colors.
// no need for showing the class here.
// so i created here an array of type Mycolor, for example:
// { {(255,255,255), {(127,127,0)} }

[Code] .....

my problem is that my output comes good except the last line ,

Output:
(0,0,0) (0,0,0) (0,0,0) (0,0,0)
(0,0,0) (0,0,0) (0,0,0) (0,0,0)
(0,0,0) (0,0,0) (0,0,0) (0,0,0)
BlackImg@1db9742 //what is this line , why does it showing up ?

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Feb 12, 2015

How would I go about erasing the first buffered image before displaying the second one and eventually a third and fourth so that it appears the image is moving across the screen?

myBuffer.drawImage(myArray[0].getImage(), xPos, yPos, null);
myBuffer.drawImage(myArray[0].getImage(), xPos + width, yPos, null);

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
public class KarelPanel extends JPanel {
private static final int WIDTH = 395, HEIGHT = 391; //constants

[Code] .....

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Sep 8, 2014

I am trying to read an image I have in the location of my project, So I do this:

When I read it in the try/catch like: BufferedImage image = ImageIO.read(new file(""));

And try to access it after the try/catch, it does not know that image exists, so I need to declare it as a global variable for that class first, and then it works.

public class Gui extends JFrame
{
private BufferedImage image1;
public Gui() {
super("MyApp");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setVisible(true);
initUI();
 
[Code] ....

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Mar 7, 2010

I wanted to write a method which gets a buffered image as parameter, rotates it 90 degrees clockwise around its top left corner, and then returns it. This method will be call from another method which then draws the rotated image on a rather large background which consists of many other images.

Here is the code I have so far:

public static BufferedImage rotate(BufferedImage img) {
int w = img.getWidth();
int h = img.getHeight();
BufferedImage newImage = new BufferedImage(width, height, img.getType());
Graphics2D g2 = newImage.createGraphics();
g2.rotate(Math.toRadians(90), w/2, h/2);
g2.drawImage(img,null,0,0);
return newImage;
}

This method does rotate an image 90 degrees, but when the calling method recieves this image and displays it on the bigger frame, parts of the rotated image is cut. I think because the frame holding the returned image is not big enough. I've tried playing around with the code a lot, chaging the sizes of different images, and trying AffineTransform features, but I have had no luck.

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Oct 31, 2014

I am writing a java program that takes a FROM image, a TO image, and a ratio (this is a slide bar in the GUI). Here's my code:
Java Code:

public static BufferedImage rollUp (BufferedImage from,
BufferedImage to,
double ratio) {
BufferedImage finalBufferedImage = new BufferedImage(from.getWidth(),
from.getHeight(),
from.getType());
int packedColor = 0;
for (int r = 0; r < from.getHeight(); ++r) {
for (int c = 0; c < from.getWidth() ; ++c) {

[code]...

So from 0 to 1 (ratio is a double between 0 and 1) the image will "roll up". The effect works completely in the GUI, but the console freaks out at about 0.33 ratio.. This program runs for testing in a class Main and uses a class Splittinimage.. this method is in class TwixPix. When the main class is run, a box pops up with a combo box and a slider. You pick an effect (in this case, roll up) and then slide the slider to set the ratio. The image below those two things performs the effect that was selected. Imagine a PowerPoint presentation slide effect.

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Apr 13, 2014

So I've got this class method:

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;

[Code] .....

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.

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Feb 12, 2014

How can I write a BufferredImage to an 8-bit .bmp using indexed colors stored in a <String,Color> Hashtable?

I've never used Hashtables before, and I didn't know color indexing existed until now, but I can do most other things in java fairly well.

I'm not looking for code, just the concept, as I really don't know how Hashtables work (although I could figure it out), and how color indexing does. I know how to write image files, just not indexed or with a specific number of bits. I am using Hashtables generated from GIMP.

EDIT: I mainly want to know how to save a BufferedImage as an indexed .bmp.

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Feb 11, 2015

I had developed small GUI using swing group layout, which is nice to see on windows, but when I tried it on Linux the GUI look is varied. Then I set the GUI height and width by taking screen resolution, still it is varies the screen look. How I can make the GUI such that it looks the same on all screen resolutions.

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Feb 7, 2014

I am trying to draw an image unto the screen, however, nothing appears...

Java Code:

private ImageIcon i = new ImageIcon("image.png");
private Image image;
...
image = i.getImage();
...
g.drawImage(image, (int)(x - r), (int)(y - r), null); mh_sh_highlight_all('java');

Am I doing it right? The program gives me no error, it's just that when I try to draw it, I see nothing.

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May 10, 2014

I tried to make a splash screen it didn't work.Here is the error message: Exception in thread "main" java.lang.Error: Unresolved compilation problems:

JSplash cannot be resolved to a type
JSplash cannot be resolved to a type

at com.mime.splashscreen.SplashScreen.main(SplashScre en.java:8)

The code is:

package com.mime.splashscreen;
public class SplashScreen {
private static final String Color = null;
public static void main(String[] args) {
JSplash splash=new JSplash(SplashScreen.class.getResource("splash.png"), true, true, false, "V1",
null, java.awt.Color.RED, java.awt.Color.BLACK);
}
}

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Apr 8, 2014

Where can I find tutorials about how you like have a big image, bigger than the specified screen, for the map of a game, and then you have camera view, the image is being printed on the screen continously as the character moves in different areas depending on what area of the map the character is in?

NOTE!!! I don't want to move objects around, I just want a camera view on a large image!

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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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Oct 27, 2014

I am having trouble making my image move to a certain position in a certain amount of time which is set inside a text file. I was wondering what I'm doing wrong and what I'm missing.

import java.io.*;
import java.util.*;
import java.io.FileReader;
public class Animator {
EZImage HP;

[code]....

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Jun 17, 2014

I would like to learn how to add an image background to a window in java that I can put controls like buttons, textboxes, and checkboxes in front of. I already tried using a JLabel with an ImageIcon but I cannot overlay controls over the JLabel. From what I understand there are multiple ways to do this. What is the best way and how can I do it?

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Feb 19, 2014

i want to make a image transparent and to place it on top of anotherHere's the code:

Java Code:

import java.awt.*;
import javax.swing.*;
public class gameWorld extends JFrame {
public static void main(String[] args) {
new gameWorld();

[code]...

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Apr 9, 2014

I'm trying to add an image on an undecorated JFrame and make it translucent by adjusting its opacity. The problem is that my Image also becomes translucent.

Here is my code:

package Loading;
import javax.swing.*;
import java.awt.*;
public class TransparentFrame extends JFrame{
public TransparentFrame(){
createAndShowGUI();

[Code] .....

How can i make my image opaque but the frame behind it completely invisible. Why I'm getting serialize class warning in this code? that is:

"The serializable class TransparentFrame does not declare a static final serialVersionUID field of type long"

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Jan 20, 2015

public void paint(Graphics g) {
g.drawImage(Background, bg1.getbX(), bg1.getbY(), this);
for(int i=0;i==400;i+=10){
g.drawImage(block1,fg1.getBlockX(),fg1.getBlockY(),this);
g.drawImage(block2,fg1.getBlockX(),fg1.getBlockY()+10,this);
}
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This is what im dealing with right now. When i click run i only get the background image showing the other two are not showing on the screen.

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Mar 16, 2015

I'm making a game of checkers for my A2 Computing coursework which is due in within a week. I have completely finished the game, and only thing I have left to do is connect the two JPanels together via a CardLayout that I have made. However I am unsure how to do so

Here is the code from my CardLayout:

import java.awt.BorderLayout;
import java.awt.CardLayout;
import java.awt.FlowLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.ItemEvent;
import java.awt.event.ItemListener;
import javax.swing.JButton;

[Code] ....

I have kept the code I am displaying to a minimal, hence I have removed all the action listeners for my buttons, anyway the problem I have is that, I would like it so that when the user clicks on the 'Multiplayer' button which is the array button ourButtons[1], it will then transition into my main game screen so that the user can then play a game of checkers.

Here is the main important GUI from my CheckerBoard class:

import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
  public class CheckerBoard extends JPanel implements ActionListener, MouseListener {
// Main routine that opens an Applet that shows a CheckerBoard
public static void main(String[] args) {
new CLayout();
 
[Code] ....

Once again kept to a minimal.

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Nov 19, 2014

I'm stuck with a problem. The code below generates a coloured image.

//Setting the size of the graphics window
final int WINDOW_DIMENSION = 200;
final int SIZE_FACTOR = 3;
EasyGraphics generate = new EasyGraphics(WINDOW_DIMENSION*SIZE_FACTOR,WINDOW_DIMENSION*SIZE_FACTOR);
 
//Constructing the arrays
char[][] firstArray = new char[WINDOW_DIMENSION][WINDOW_DIMENSION];
char[] secondArray = scan.toCharArray();
 
[Code] ...

What I would like to do is generate a picture which is mostly white but the colour boundaries of the original picture are in black. I tried using the code below but it doesn't produce what I wanted.

for (int a = 1; a < WINDOW_DIMENSION; a++) {
for (int b = 1; b < WINDOW_DIMENSION; b++) {
generate.setColor(0,0,0);
if(firstArray[a][b]!=firstArray[a-1][b] || firstArray[a][b]!=firstArray[a][b-1])
generate.setColor(255,255,255);
generate.plot(a,b);
}
}

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Oct 20, 2014

When running a Java GUI is it possible to stop black system window from opening as we'll

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Nov 7, 2014

I've been assigned to create a Black Jack game with a gui. In this game I've created a seperate Player and Dealer class, and both initiated them, however when I try to call a Player object in a certain way I get a null pointer reference. (It should be noted that the Player object is an array)

public void runGame(){
while(running){
while(dealer.getPoints() <=19){
int count=0;

[Code] .....

And this is how I've initilized the Player class in the constructor

Player[] players = new Player[numberofplayers];
for(int i=0; i<numberofplayers; i++){
players[i] = new Player(i);
players[i].setDeck(d1);
gui.add(players[i].getPanel());
}

What I don't get is if I change players[i] to dealer, it works fine.

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Aug 25, 2014

I'm making a program that selects classes from a database via a jcombo box and then populates a time table with the class times.

I've used a custom cellrenderer that extends DefaultTableCellRenderer to text wrap the information and change the background of the cells.

It works but when i minimize the program it goes all black and if I double click I get a new JTextArea opening up on the timetable and when I minimize the program and go to open it again i get an "Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException" and the cell render seems to be called again even though i haven't rerun the program.

This is the cell renderer that I built

public class TimesTableCellRenderer extends DefaultTableCellRenderer {
private int minHeight = -1;
private final JLabel label = new JLabel();
private final JTextArea textArea = new JTextArea();
public TimesTableCellRenderer(){
super();
textArea.setLineWrap(true);

[Code] ....

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Feb 16, 2015

I have to make an application called miles to meters that converts miles to meters that asks for user input through joption pane and the output can be eather system.out.println or joption pane, I found the code i need but it uses buffered reader for input not joption pane. Here is the source code

import java.io.*;
import java.util.*;
class MetersToMiles{
public static void main (String[] args)throws
Exception{
// 1 meters = 0.00062137119 miles;

[Code] ....

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Nov 3, 2014

I've got a .csv file with some text and numeric data. I've used BufferedReader to successfully print the data to the console. Now I need to perform mathematical operations on the numerical data. How do I access the data from the BufferedReader in my calculation methods?

This is what my BufferedReader looks like:

ReadCVS obj=new ReadCVS();
obj.run();
}
public void run(){
String csvFile = "myDataSet.csv";
BufferedReader buffread=null;
String row="";

[Code] .....

What I would like to be able to do is create some loops to calculate totals for some of the elements, but I'm not sure how to access the data from other methods (and potentially classes?).

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