In an attempt to make a very simple bullet-hell game to learn about java, I ran into a roadblock: repaint() wasn't calling paintComponent().
Here is the entire program, which for now simply draws an image I created 50 times per second onto a JPanel, which rests on a JFrame.
/*
* Bullet hell, by Nematodes
*/
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class bulletHell extends JFrame
{
private static final long serialVersionUID = 0L;
JPanel gamePanel = new JPanel();
int gameTimerDelay = 20;
int x, y = 0;
BufferedImage lightOrb;
javax.swing.Timer gameTimer;
public static void main(String[] args)
{
bulletHell createFrame = new bulletHell();
createFrame.frameConstructor();
}
public void frameConstructor()
{
// Construct frame and frame components
setTitle("Bullet hell");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
getContentPane().setLayout(new GridBagLayout());
setVisible(true);
GridBagConstraints gridConstraints;
gridConstraints = new GridBagConstraints();
gridConstraints.gridx = 0;
gridConstraints.gridy = 0;
gamePanel.setBackground(Color.BLACK);
gamePanel.setPreferredSize(new Dimension(700, 700));
getContentPane().add(gamePanel, gridConstraints);
pack();
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
setBounds((int) (0.5 * (screenSize.width - getWidth())),
(int) (0.5 * (screenSize.height - getHeight())), getWidth(), getHeight());
try
{
lightOrb = ImageIO.read(new File("C:/Users/Owner/Downloads/orb.bmp"));
}
catch(IOException e)
{
System.out.println("An issue occurred while trying to read orb.bmp");
}
// Start timer that draws game objects 50 times per second (50 FPS)
gameTimer = new javax.swing.Timer(gameTimerDelay, gameTimerAction);
gameTimer.setInitialDelay(0);
gameTimer.start();
}
ActionListener gameTimerAction = new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
repaint();
}
};
class GraphicsPanel extends JPanel
{
public GraphicsPanel()
{
}
// Draw all of the components
@Override
public void paintComponent(Graphics g)
{
Graphics2D g2D = (Graphics2D) g;
super.paintComponent(g2D);
g2D.drawImage(lightOrb, x, y, this);
g2D.dispose();
}
}
}
After some debugging with breakpoints and println methods, I can confirm that the correct image is being read, the timer in gameTimerAction is being called 50 times per second, and repaint() is not invoking paintComponent() at all.
I am somewhat new to Java programming, and might just be missing something simple.
Edit: Problem has been solved by changing gamePanel to a GraphicsPanel object. Unfortunately, this also means that my much larger pong project (which this project's flawed drawing logic was essentially copied from) only worked by a miracle, and might be unstable with certain code additions.
I can immediately see several problems:
paintComponent(...)
method will never be called on a JPanel that is neither rendered nor created. Why not make your gamePanel variable a GraphicsPanel object and not a JPanel object?So keep at it, you'll get there.
For example:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class BulletExample extends JPanel {
public static final String IMG_PATH = "http://www.i2clipart.com/cliparts/f/0/5/8/clipart-blue-circle-f058.png";
private static final int PREF_W = 700;
private static final int PREF_H = PREF_W;
private static final int TIMER_DELAY = 20;
private BufferedImage bullet;
private int bulletX;
private int bulletY;
public BulletExample() throws IOException {
URL imgUrl = new URL(IMG_PATH);
bullet = ImageIO.read(imgUrl);
new Timer(TIMER_DELAY, new BulletListener()).start();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (bullet != null) {
g.drawImage(bullet, bulletX, bulletY, this);
}
}
@Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private class BulletListener implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
bulletX++;
bulletY++;
repaint();
}
}
private static void createAndShowGui() throws IOException {
// create the drawing JPanel
BulletExample mainPanel = new BulletExample();
JFrame frame = new JFrame("BulletExample");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
// add it to the JFrame
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
try {
createAndShowGui();
} catch (IOException e) {
e.printStackTrace();
}
}
});
}
}