Reputation: 132
I'm trying to paint a new image of the same image to the screen after every 10 second delay interval. I've been trying to figure it out myself and I also looked things up but can't find anything that helps.
My specific problem is that I don't know how to paint a new image using the original image. I want to make it so every 10 seconds the new image should appear and start following it's ID array which then follows it's own x y coordinates (IDx[0]=x; IDx[0]=y;)
A plain g.drawImage in Graphics for every new image is ruled out because I need it to draw new images/bots until the condition is met for them to stop. But the aim is the same just in an automatic way.
My window:
package pack;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Window extends JPanel implements Runnable {
public static final int GAME_WIDTH = 512;
public static final int GAME_HEIGHT = GAME_WIDTH * 3 / 4;
public static final int SCALE = 2;
public static Image Player = Controls.Player;
public static Image BB = ImageLoader.BB;
public static Image Grass = ImageLoader.Grass;
public static boolean painting = true;
public static boolean Start = true;
public static boolean Menu;
public static boolean ONhs;
public static boolean OFFhs;
public void paint(Graphics g) {
super.paintComponent(g);
g.setColor(Color.GREEN);
g.drawString("UPS: " + Integer.toString(UPS.ups), 100, 120);
g.drawString("FPS: " + Integer.toString(UPS.fps), 100, 130);
// // MENU ////
if (Menu) {
Image Grass = ImageLoader.Grass;
Image onHoverStart = ImageLoader.onHoverStart;
Image offHoverStart = ImageLoader.offHoverStart;
g.drawImage(Grass, GAME_WIDTH * SCALE / 4, GAME_HEIGHT * SCALE / 6, null);
if (ONhs) {
g.drawImage(onHoverStart, 400, 250, null);
} else {
g.drawImage(offHoverStart, 400, 250, null);
}
}
// // STARTED // //
if (Start) {
Image Player = Controls.Player;
Image BB = ImageLoader.BB;
g.drawImage(BB, PlayerData.BBDirectionx, PlayerData.BBDirectiony, null);
g.drawImage(ImageLoader.Bot[0], Mob.BotxSELF - 32, Mob.BotySELF - 25, null);
g.drawImage(ImageLoader.Bot[1], Mob.BotxSELF - 32, Mob.BotySELF - 25, null);
g.drawImage(Player, Controls.Playerx - 45, Controls.Playery + 5, null);
}
}
@Override
public void run() {
while (painting) {
UPS.fpstick = UPS.fpstick + 1;
repaint();
try {
Thread.sleep(12);
} catch (InterruptedException e) {
}
}
}
public static void draw(Graphics g) {
g.drawImage(ImageLoader.Bot[0], 32, 25, null);
}
public Window() {
JFrame jf = new JFrame();
JPanel panel = new JPanel(new BorderLayout());
Controls c = new Controls("Window using Controls for Listener");
panel.add(this);
this.setPreferredSize(new Dimension(GAME_WIDTH * SCALE, GAME_HEIGHT * SCALE));
this.setMinimumSize(new Dimension(GAME_WIDTH * SCALE, GAME_HEIGHT * SCALE));
this.setMaximumSize(new Dimension(GAME_WIDTH * SCALE, GAME_HEIGHT * SCALE));
this.setBackground(Color.DARK_GRAY);
jf.setContentPane(panel);
jf.pack();
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.setSize(GAME_WIDTH * SCALE, GAME_HEIGHT * SCALE);
jf.setVisible(true);
jf.setResizable(false);
jf.addKeyListener(c);
jf.addMouseListener(c);
jf.addMouseMotionListener(c);
}
}
Help is very much appreciated!
Upvotes: 0
Views: 190
Reputation: 324118
Always invoke super.XXX() of the method you override. You should be overriding paintComponent()
:
//public void paint(Graphics g) {
public void paintComponent(Graphics g) {
super.paintComponent(g);
Don't use a Thread.sleep() for animation. Instead you should be using a Swing Timer.
A plain g.drawImage in Graphics for every new image is ruled out because I need it to draw new images/bots
You can use the same BufferedImage. When the Timer fires you update the image. Then the paintComponent() method just paints the updated image.
Upvotes: 1
Reputation: 16142
You already have the structures necessary to draw in a separate thred, why don't you use them? This looks too much like homework to me...
Upvotes: 0