Below I have a simple method for painting a set of objects onto an java.awt.applet.Applet
. I thought this was very straightforward, but it ends up only painting the objects as a single pixel at the top-left corner of the applet. The idea is that the Display class takes in a set of fairly lightweight objects that extend GameObject
and contain information about their location, size, and appearance on the screen, and then draws them pixel-by-pixel onto the applet, stretching and positioning them proportionally depending on the specified display height and width. In testing this, I set the width and height of the Display
to 128, and pass two objects to the Display
, which are both 32-pixel squares (both return 32
for getWidth()
and getHeight()
), one is red and returns 24
for getX()
and getY()
, and the other is blue and returns 16
for getX()
and getY()
. I put the Display
in a javax.swing.JFrame
and use a java.awt.BorderLayout
to ensure it fills the frame (I use add(display, java.awt.BorderLayout.CENTER);
within the aforementioned javax.swing.JFrame
).
As far as I can tell, this should be paining a blue 32-pixel square that's 16 pixels from the top and left edges and a red 32-pixel square that is either obscured by or obscuring part of the other one. However, all I get is a single red or blue pixel in the top-left corner of the Display
. This is consistent no matter how big or small the window is.
public class Display extends java.awt.applet.Applet
{
private int w,h;
private ArrayPP<GameObject> gameObjects;//ArrayPP is my way of making a dynamically expanding array. It is similar to Vector, but has many more useful methods I use elsewhere.
public Display(int width, int height)
{
w = width;
h = height;
}
public void addGameObject(GameObject go)
{
gameObjects.add(go);
}
public void refresh(java.awt.Graphics g)
{
int x, y, w, h;
final int W = getWidth(), H = getHeight();
for (GameObject go : gameObjects)//Draw all objects
for (x = go.getX(), y = go.getY(), w = go.getWidth() + x, h = go.getHeight() + y; y < h; y++)//Draw all lines of the object
for (x = go.getX(); x < w; x++)//Draw all the pixels on this line of the object
{
g.setColor(go.getColorForPixel(x, y));
g.fillRect((x / this.w) * W, (y / this.h) * H, w/W, h/H);
}
}
}
public interface GameObject
{
public int getX();
public int getY();
public int getWidth();
public int hetHeight();
public java.awt.Color getColorForPixel(int x, int y);
}
Why is java.awt.Graphics.fillRect(int x, int y, int width, int height)
only painting the topleft corner of the applet?
The solution lies in the line that reads
g.fillRect((x / this.w) * W, (y / this.h) * H, w/W, h/H);
wherein integer calculations cause all values to be 0. The solution is as follows:
g.fillRect((int)(((float)x/(float)this.w) *W),
(int)(((float)y/(float)this.h) *H),
(int)((float)W/(float)w),
(int)((float)H/(float)h));
The problem lies with
(x / this.w) * W
If x and this.w are both integers and x
Convert one or more of x and w to float to force a floting point division.
(int)(((float)x/(float)this.w) *W)