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Thread: Experimenting with Graphics

  1. #1
    Member tyeeeee1's Avatar
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    Default Experimenting with Graphics

    I've been trying to wrap my head around how to detect and fix collision at the moment but as I'm not very familiar with drawing on a JPanel I managed to mess up somehow. At the moment my loop looks like this:
    import java.awt.*;
    import javax.swing.*;
     
    class GameLoop implements Runnable //This is the Game Loop, it controls all rendering and that. Use the getters/setters to change sprite stuff.
    {
     
    	Thread thread = new Thread(this);
    	Graphics g;
    	private int x = 10, y = 10, a = 10, b = 10;
    	private boolean hasCollided = false;
    	Entity entity = new Entity(x, y, 20, 20);
    	Entity entityTwo = new Entity(a, b, 20, 20);
    	JPanel mainPanel;
     
    	public GameLoop(JPanel mainPanel)
    	{
    		this.mainPanel = mainPanel;
    		this.g = mainPanel.getGraphics();
    	}
     
    	public void startThread()
    	{
    		thread.start();
    	}
     
    	public void run()
    	{
    		while(true)
    		{
    			try
    			{	
    				if(entity.getBounds().intersects(entityTwo.getBounds()))
    					hasCollided = true;
    				else
    					hasCollided = false;
     
    				if( hasCollided == false)
    				{
    					g.setColor(Color.red);
    					g.fillRect(x, x, 20, 20);
    					g.setColor(Color.blue);
    					g.fillRect(a, b, 20, 20);
    				}
    				else if( hasCollided == true )
    				{
    					g.setColor(Color.red);
    					g.fillRect(x + 1, x + 1, 20, 20);
    					entity.setX(x);
    					entity.setY(y);
    					g.setColor(Color.blue);
    					g.fillRect(a, b, 20, 20);
    				}
     
    				mainPanel.repaint();
     
    				Thread.sleep(30); //Anything lower than 30 bugs out a little bit. This will run at something like 30FPS or something.
    			}
    			catch(Exception e)
    			{
    				e.printStackTrace(); //Prints where the exception occurs and some other info about it if an exception happens.
    			}
    		}
    	}
    }

    At line 8 I create the graphics object, then at line 18 I set it to the JPanel's graphics and then later on I use it to paint with. For some reason nothing is showing up on the JPanel.


  2. #2
    Super Moderator Norm's Avatar
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    Default Re: Experimenting with Graphics

    Can you make a small, simple program that compiles, executes and shows the problem?
    A Short, Self Contained, Correct Example

    Note: Getting a Graphcs object is not the normal way for custom graphics.
    http://docs.oracle.com/javase/tutori...ing/index.html
    If you don't understand my answer, don't ignore it, ask a question.

  3. The Following User Says Thank You to Norm For This Useful Post:

    tyeeeee1 (January 31st, 2013)

  4. #3
    Member tyeeeee1's Avatar
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    Default Re: Experimenting with Graphics

    I've removed the collision related code, here is the basic program:

    Edit: Threw the program into one file, this should still work...

    import javax.swing.*;
    import java.awt.*;
     
    class Rawr
    {
    	public static void main(String args[])
    	{
    		Window window = new Window();
    	}
    }
     
    class Window extends JFrame
    {
    	private JFrame mainFrame;
    	private JPanel mainPanel;
     
    	public Window()
    	{
    		JFrame mainFrame = new JFrame();
    		mainFrame.setSize(1024, 786);
    		mainFrame.setLocationRelativeTo(null); //Centers the window on the users screen.
    		mainFrame.setTitle("Temp Name");
    		mainFrame.setDefaultCloseOperation(EXIT_ON_CLOSE); 
    		mainFrame.setResizable(false);
    		JPanel mainPanel = new JPanel(); //Creates a new JPanel to put everything on.
    		mainFrame.getContentPane().add(mainPanel);
    		mainPanel.setLayout(null); //Makes it so you can manually positon everything on the JPanel using XY coords
     
    		mainFrame.setVisible(true);
    		mainPanel.setVisible(true);
    		GameLoop gameloop = new GameLoop(mainPanel);
    	}
    }
     
    class GameLoop implements Runnable //This is the Game Loop, it controls all rendering and that. Use the getters/setters to change sprite stuff.
    {
     
    	Thread thread = new Thread(this);
    	Graphics g;
    	private int x = 10, y = 10;
    	JPanel mainPanel;
     
    	public GameLoop(JPanel mainPanel)
    	{
    		this.mainPanel = mainPanel;
    		this.g = mainPanel.getGraphics();
    	}
     
    	public void startThread()
    	{
    		thread.start();
    	}
     
    	public void run()
    	{
    		while(true)
    		{
    			try
    			{	
    				g.setColor(Color.red);
    				g.fillRect(x, x, 20, 20);
     
    				mainPanel.repaint();
     
    				Thread.sleep(30); //Anything lower than 30 bugs out a little bit. This will run at something like 30FPS or something.
    			}
    			catch(Exception e)
    			{
    				e.printStackTrace(); //Prints where the exception occurs and some other info about it if an exception happens.
    			}
    		}
    	}
    }

  5. #4
    Super Moderator Norm's Avatar
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    Default Re: Experimenting with Graphics

    nothing is showing up on the JPanel.
    Read the tutorial at the link I posted about how to do drawing/painting in a component.
    If you don't understand my answer, don't ignore it, ask a question.

  6. #5
    Member tyeeeee1's Avatar
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    Default Re: Experimenting with Graphics

    I'm going over it now, but it totally lost me when it came to this example:

    import javax.swing.SwingUtilities;
    import javax.swing.JFrame;
    import javax.swing.JPanel;
    import javax.swing.BorderFactory;
    import java.awt.Color;
    import java.awt.Dimension;
    import java.awt.Graphics;
     
    public class SwingPaintDemo2 {
     
        public static void main(String[] args) {
            SwingUtilities.invokeLater(new Runnable() {
                public void run() {
                    createAndShowGUI(); 
                }
            });
        }
     
        private static void createAndShowGUI() {
            System.out.println("Created GUI on EDT? "+
            SwingUtilities.isEventDispatchThread());
            JFrame f = new JFrame("Swing Paint Demo");
            f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            f.add(new MyPanel());
            f.pack();
            f.setVisible(true);
        }
    }
     
    class MyPanel extends JPanel {
     
        public MyPanel() {
            setBorder(BorderFactory.createLineBorder(Color.black));
        }
     
        public Dimension getPreferredSize() {
            return new Dimension(250,200);
        }
     
        public void paintComponent(Graphics g) {
            super.paintComponent(g);       
     
            // Draw Text
            g.drawString("This is my custom Panel!",10,20);
        }  
    }

    Is f.add(new MyPanel()); starting the MyPanel constructor of the MyPanel class? How does the MyPanel class know what panel to paint to, I don't see any JPanels being created in either class.

  7. #6
    Super Moderator Norm's Avatar
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    Default Re: Experimenting with Graphics

    (new MyPanel()); starting the MyPanel constructor
    Yes, that is what new does.

    what panel to paint to
    It is painting itself. It's a JPanel.
    If you don't understand my answer, don't ignore it, ask a question.

  8. The Following User Says Thank You to Norm For This Useful Post:

    tyeeeee1 (January 31st, 2013)

  9. #7
    Super Moderator curmudgeon's Avatar
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    Default Re: Experimenting with Graphics

    This line:

    f.add(new MyPanel());

    Is the same as doing this:

    MyPanel myPanel = new MyPanel();
    f.add(myPanel);

    It's just a little more compact is all.

  10. The Following User Says Thank You to curmudgeon For This Useful Post:

    tyeeeee1 (January 31st, 2013)

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