I'm creating a java game. In the game there are a hero and a bubble. The hero is supposed to move when I press the arrow keys and the bubble is supposed to have continuous diagonal movement. When I add the hero or the bubble directly into to the JFrame
separately I get the desired behavior, but when I add them both I just get a very small square! I tried to add them to the same JPanel
and after add that JPanel
to the JFrame
but it is not working. Probably I have to define some type of layout to the JPanel
s.
What am I doing wrong?
Code:
public class Pang {
public static void main(String[] args) {
JFrame f=new JFrame();
JPanel gamePanel=new JPanel();
gamePanel.setPreferredSize(new Dimension(800, 600));
DrawHero d=new DrawHero();
DrawBubble bubble=new DrawBubble();
gamePanel.add(d);
gamePanel.add(bubble);
f.add(gamePanel);
f.setVisible(true);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setSize(800, 600);
}
}
public class DrawHero extends JPanel implements ActionListener, KeyListener {
Timer myTimer = new Timer(5, this);
int x = 0, y = 0, dx = 0, dy = 0, step = 10;
private transient Image imageHero = null;
public DrawHero() {
myTimer.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
imageHero = getHeroImage();
g2.drawImage(imageHero, x, y, 40, 40, null);
}
public Image getHeroImage() {
Image image = null;
image = getImage("hero.png");
return image;
}
public Image getImage(String path) {
Image tempImage = null;
try {
URL heroiURL = DrawHero.class.getResource(path);
tempImage = Toolkit.getDefaultToolkit().getImage(heroiURL);
} catch (Exception e) {
System.out.println("Error loading hero image! - "
+ e.getMessage());
}
return tempImage;
}
public void actionPerformed(ActionEvent e) {
repaint();
}
public void moveUp() {
y = y - step;
}
public void moveDown() {
y = y + step;
}
public void moveLeft() {
x = x - step;
}
public void moveRight() {
x = x + step;
}
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == KeyEvent.VK_UP) {
moveUp();
}
if (keyCode == KeyEvent.VK_DOWN) {
moveDown();
}
if (keyCode == KeyEvent.VK_LEFT) {
moveLeft();
}
if (keyCode == KeyEvent.VK_RIGHT) {
moveRight();
}
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
}
public class DrawBubble extends JPanel implements ActionListener, KeyListener {
Timer myTimer = new Timer(5, this);
int x = 100, y = 200, dx = 0, dy = 0, step = 10;
private transient Image imageHero = null;
public DrawBubble() {
myTimer.start();
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.fill(new Ellipse2D.Double(x, y, 40, 40));
}
public void actionPerformed(ActionEvent e) {
x=x+dx;
y=y+dy;
repaint();
}
public void moveBubble() {
dy=2;
dx=2;
}
public void keyPressed(KeyEvent e) {
moveBubble();
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
}
I recommend that neither the DrawHero
nor DrawBubble
(which should be called Hero
nor Bubble
respectively) should extend any JComponent
. Instead each should simply know how to draw itself to a Graphics
object passed to it, when requested to do so.
Then a single GameField
or PlayingArea
class should keep references to all the Bubble
objects and the Hero
and draw call the draw(Graphics)
method of those objects.
Using this approach it is not necessary to worry about layouts within the GameField
component (they become irrelevant).
That is the basic strategy I pursue for rendering the stationary objects in this answer to [Collision detection with complex shapes.