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javaswinggraphics2d

JPanel width exceeding the dimension defined in getPreferredSize()


I'm trying to create a breakout game, but I discovered an annoying problem regarding the size of the "scene" panel of the game.

Here is my Board class, which is the panel where all the components of the game are distributed:

import java.awt.*;
import java.awt.event.*;
import javax.swing.*;

class Board extends JPanel {

    private static final long serialVersionUID = 1L;
    public final int WIDTH = 400;
    public final int HEIGHT = 300;
    private final int UPDATE_INTERVAL = 20;

    private Timer timer;
    public Ball ball;
    public Paddle paddle;

    private JLabel scoreLabel, score;   

    public Board() {

        paddle = new Paddle(this);
        ball = new Ball(this);

        setLayout(new FlowLayout(FlowLayout.CENTER, 0, 0));

        scoreLabel = new JLabel("Score: ");
        scoreLabel.setFont(getFont().deriveFont(12f));
        score = new JLabel();
        score.setFont(getFont().deriveFont(12f));
        this.add(scoreLabel);
        this.add(score);

        this.addKeyListener(new KeyAdapter() {

            @Override
            public void keyPressed(KeyEvent e) {
                paddle.keyPressed(e);
                if (e.getKeyCode() == KeyEvent.VK_SPACE){
                    starGame();
                }
            }

            @Override
            public void keyReleased(KeyEvent e) {
                paddle.keyReleased(e);
            }
        });

        ActionListener action = new ActionListener() {

            @Override
            public void actionPerformed(ActionEvent arg0) {
                updateBoard();
                repaint();
            }
        };

        timer = new Timer(UPDATE_INTERVAL, action);

        setFocusable(true);

    }

    @Override
    public Dimension getPreferredSize() {
        return new Dimension(WIDTH, HEIGHT);
    }

    private void updateBoard() {
        ball.move();
        paddle.move();
        repaint();
    }

    public void gameOver() {
        JOptionPane.showMessageDialog(this, "Game Over");
        newGame();
    }

    public void starGame() {
        timer.start();
    }

    public void stop() {
        timer.stop();
    }

    public void newGame() {
        stop();
        paddle = new Paddle(this);
        ball = new Ball(this);
        repaint();
    }

    public void setSpeed(int speed) {
        ball.setSpeed(speed);
    }


    @Override
    protected void paintComponent(Graphics g) {

        super.paintComponent(g);
        Graphics2D g2 = (Graphics2D) g;
        g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
        ball.paint(g2);
        paddle.paint(g2);
    }
}

In the code above, it can be seen that I set width and height based on fixed values, and I overridden the preferredSize() method to comply with these measures.

The problem is that the collision logic with screen edges is based on those measurements that I set in JPanel, but for some reason it's getting an additional space on the right, as can be seen by the collision of the ball and Paddle in the right corner in the gif below:

enter image description here

I thought the problem might be related to this other doubt, but the extra space occurs inside the JPanel.

In the Ball class, the formula I'm using to detect the right corner boundary to reverse direction is in the move() method of both classes:

import java.awt.Graphics2D;
import java.awt.Rectangle;

public class Ball {

    private int x = 0;
    private int y = 15;
    private final int DIAMETER = 30;
    private int xSpeed = 1;
    private int ySpeed = 1;

    private final Board board;
    private final Paddle paddle;


    public Ball(Board board) {
        this.board = board;
        this.paddle = board.paddle;
        y = paddle.getTopY() - DIAMETER;
        x = board.WIDTH / 2 - DIAMETER / 2;
    }

    public void move() {

        if (x >= board.WIDTH - DIAMETER || x <= 0) {
            xSpeed = -xSpeed;
        }

        if (y < 15) {
            ySpeed = -ySpeed;
        }

        if (y + DIAMETER > paddle.getTopY() + paddle.HEIGHT) {
            board.gameOver();
        }

        if (collision()) {

            float paddleCenter = paddle.getX() + (paddle.WIDTH/2);

            float relativePos = (this.x + (DIAMETER/2) - paddleCenter) / (paddle.WIDTH/2);

            if((relativePos > 0 && xSpeed < 0) || (relativePos < 0 && xSpeed > 0)){
                xSpeed = -xSpeed;
            }

            ySpeed = -ySpeed;
            y = paddle.getTopY() - DIAMETER;
        }

        x += xSpeed;
        y += ySpeed;
    }

     [...]
}

Class Paddle:

import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;

public class Paddle {

    private int x = 0;
    private final int topY;
    public final int WIDTH = 100;
    public final int HEIGHT = 10;
    private int direction = 0;

    private Board board;

    public Paddle(Board board) {
        this.board = board;
        topY = board.HEIGHT;
        x = board.WIDTH / 2 - WIDTH / 2;

    }

    public void move() {
        if (x + direction >= 0 && x + direction <= board.WIDTH - WIDTH) {
            x = x + direction;
        }
    }

    public void paint(Graphics2D g2) {
        g2.fillRect(x, topY, WIDTH, HEIGHT);
    }

    public void keyPressed(KeyEvent e) {
        if (e.getKeyCode() == KeyEvent.VK_LEFT) {
            direction = -5;
        }
        if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
            direction = 5;
        }
    }

    public void keyReleased(KeyEvent e) {
        direction = 0;
    }

    public Rectangle getBounds() {
        return new Rectangle(x, topY, WIDTH, HEIGHT);
    }

    public int getTopY() {
        return topY;
    }

    public int getX() {
        return x;
    }
}

How to remove this space by keeping the size of the JPanel fixed?

As a testable snippet would be large in the question, I added in the Gist an executable code containing all the classes (Ball, Paddle and Board) involved.


Solution

  • Well we don't know the context of how your application is built. For example do you add the Board panel directly to the frame? Or maybe you are nesting the Board panel into another panel and the extra space you are seeing is from the parent panel?

    Did you try adding a LineBorder to the Board panel. If the Border paints correctly and the ball still doesn't reach the edge then you have a problem with your collision logic.

    setLayout(new FlowLayout(FlowLayout.CENTER, 0, 0));
    

    That doesn't make sense since you are doing custom painting of the ball and paddle. If anything the layout should be null.

    Edit:

    This looks suspicious:

    frame.pack(); 
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); 
    frame.setLocationRelativeTo(null); 
    frame.setResizable(false); 
    frame.setVisible(true);
    

    You pack() the frame but then change a property of the frame. Because the frame is not resizable there is no need to paint the border so the extra width of the Border is now added to the panel but your logic checks a hardcoded value, not the actual width of the panel.

    The code should be:

    //frame.pack(); 
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); 
    frame.setLocationRelativeTo(null); 
    frame.setResizable(false); 
    frame.pack(); 
    frame.setVisible(true);
    

    Note how the problem is NOT related to the code you posted.

    This is why a proper MCVE should be posted in the forum with EVERY question, not on another website!!!