could use your help homework involving swing timers, action listeners and multiple objects. I don't know if posting the question is allowed here but i'm having trouble with the animation, here's what i have so far
Create a class Particle that has two double fields x and y, a constructor that initializes these fields to random values between 0 and 500, methods getX and getY that return their values, and a method void move() that randomly adds or subtracts one to each of the values of x and y. (The quantities added to x and y are two separate random numbers.) Next, create a class ParticleFieldWithTimer that extends JPanel. This class should prefer to be 500 * 500 pixels in size. Its constructor should first fill an ArrayList field with 100 Particle objects, then start a Swing Timer that ticks 25 times a second. At each tick, the action listener should first call the method move for each particle, and then call repaint. The paintComponent method of ParticleFieldWithTimer should draw each particle as a 3*3 rectangle to its current coordinates. Make sure that the Timer will stop when the user closes the frame
This is the ParticleFieldWithTimer class
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.ArrayList;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class ParticleFieldWithTimer extends JPanel{
private ArrayList<Particle> particle = new ArrayList<Particle>();
Timer timer;
boolean b;
public ParticleFieldWithTimer (){
this.setPreferredSize(new Dimension(500,500));
for(int i = 0; i < 100; i++) {
particle.add(new Particle());
timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent ae) {
// change polygon data
// ...
Particle p = new Particle();
p.move();
repaint();
}
});
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
for (Particle p: particle) {
double temp1 = p.getX();
double temp2 = p.getX();
int tempX = (int) temp1;
int tempY = (int) temp2;
g2.fillRect(tempX, tempY, 3, 3);
}
}
public static void main(String[] args) {
final JFrame f = new JFrame("ParticleField");
final ParticleFieldWithTimer bb = new ParticleFieldWithTimer();
f.setLayout(new FlowLayout());
f.add(bb);
f.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent we) {
try {
bb.finalize();
} catch (Throwable e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
f.dispose();
}
});
f.pack();
f.setVisible(true);
}
}
This is the particle class
import java.util.Random;
public class Particle {
private double x , y ;
Random r = new Random();
public Particle () {
x = r.nextDouble()*500;
y = r.nextDouble()*500;
}
public Double getX() {
return x;
}
public Double getY() {
return y;
}
public void move() {
x = r.nextInt(2) - 1;
y = r.nextInt(2) - 1;
System.out.println(x + " " + y);
}
}
This...
for(int i = 0; i < 100; i++) {
particle.add(new Particle());
timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent ae) {
// change polygon data
// ...
Particle p = new Particle();
p.move();
repaint();
}
});
}
Is the wrong approach, it is create a 100 Timer
s, which will affect the performance of your system.
You are also creating a new Particle
each time the timer ticks, which isn't what you really want to do either, you want to affect the Particle
s you've already created...
Instead, create your particles...
for(int i = 0; i < 100; i++) {
particle.add(new Particle());
}
Then create your Timer
and within it, iterate through the particles you've already created...
timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent ae) {
for (Particle p : particle) {
p.move();
}
repaint();
}
});
Don't forget to start the timer...
timer.start();
Or change the color of the Graphics
context, which is probably still set to the background of the panel...
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.RED);
for (Particle p : particle) {
I also noted that...
x = r.nextInt(2) - 1;
y = r.nextInt(2) - 1;
Isn't doing what you want. It will always make the values between -1 and 1. Instead, you want to add the result to the x/y values...
x += r.nextInt(2) - 1;
y += r.nextInt(2) - 1;
Now, this kind of made the values "drag" across the screen in a (mostly) uniform manner...
You could try using...
x += r.nextBoolean() ? 1 : - 1;
y += r.nextBoolean() ? 1 : - 1;
But this ended up making them dance around in place (mostly)...