Reputation: 1
Everything is still when I want the raindrops to move down the screen until they hit the bottom and then do it again. I used implements runnable and have a run method that repaints it. Anyone know what I am missing?
import javax.swing.*;
import java.awt.*;
import java.util.*;
public class Screensaver extends JPanel implements Runnable{
private final static int FRAME_HEIGHT = 600;
private final static int FRAME_WIDTH = 600;
int rainY = 100;
int rainGo = 1;
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setSize(FRAME_WIDTH,FRAME_HEIGHT);
frame.add(new Screensaver());
frame.setVisible(true);
}
public Screensaver(){
Color background;
background = new Color(212,202,115);
setBackground(background);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Color tree;
Color leaves;
Color cloud;
Color rain;
rain = new Color(0,128,255);
cloud = new Color(160,160,160);
leaves = new Color(0,204,0);
tree = new Color(102,0,0);
g.setColor(tree);
//g.drawLine(400, 375, 360, 340);
g.fillRect(400, 250,80, 320 );
g.setColor(leaves);
g.fillOval(340,150 , 200, 160);
g.setColor(cloud);
g.fillOval(10,5,550,100);
Random random = new Random();
int rainX1 = random.nextInt(500) + 40;
int rainW1 = random.nextInt(30) + 10;
int rainX2 = random.nextInt(500) + 40;
int rainW2 = random.nextInt(30) + 10;
int rainX3 = random.nextInt(500) + 40;
int rainW3 = random.nextInt(30) + 10;
int rainX4 = random.nextInt(500) + 40;
int rainW4 = random.nextInt(30) + 10;
g.setColor(rain);
g.fillOval(rainX1, rainY + rainGo, rainW1, rainW1);
g.fillOval(rainX2, rainY+ rainGo, rainW2, rainW2);
g.fillOval(rainX3, rainY+ rainGo, rainW3, rainW3);
g.fillOval(rainX4, rainY+ rainGo, rainW4, rainW4);
}
public void run(){
while(true){
changeRain();
repaint();
}
}
public void changeRain(){
if(rainY+rainGo< FRAME_HEIGHT){
rainGo++;
}
else{
rainGo = 1;
}
}
}
Upvotes: 0
Views: 157
Reputation: 285405
I don't see anywhere in your code where you create a background Thread and start it. Threads don't simply start themselves. If you do go this route, consider putting a Thread.sleep(...)
in your run method to give the while loop a slight pause. Better though to use a Swing Timer for your animation.
Upvotes: 1
Reputation: 159844
Short answer: You didn't start a Thread
to start your animation.
Full answer: Use one of Swings concurrency mechanisms such as a Swing Timer for animation. Swing Timers are designed to interact correctly with Swing components.
Upvotes: 3