Reputation:
Heres part of my simple code.I want to achieve moving oval to cursors X axis location after clicking left button.Problem is that I can see only last position of oval (when it already stops).I think repaint method in while block doesnt work as I would like.I would like to see each move of oval as its getting into position of cursor.Thank you for suggestions.
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.*;
public class Testfile extends JPanel implements Runnable,MouseListener{
public static JFrame frame;
public int x;
public int y;
public int pointX;
public int pointY;
public void paintComponent(Graphics g){
super.paintComponent(g);
g.fillOval(x, y, 20, 20);
}
public static void main(String args[])throws InterruptedException{
Testfile z=new Testfile();
z.setBackground(Color.cyan);
frame=new JFrame("Test");
frame.setSize(500,500);
frame.add(z);
frame.addMouseListener(z);
frame.setVisible(true);
}
public void mouseClicked(MouseEvent e){
pointX=(int)MouseInfo.getPointerInfo().getLocation().getX();
pointY=(int)MouseInfo.getPointerInfo().getLocation().getY();
try{
while(x!=pointX){
x=x+1;
Thread.sleep(10);
repaint();
}
}
catch(InterruptedException v){System.out.println(v);}
}
Upvotes: 0
Views: 63
Reputation: 285403
.I think repaint method in while block doesnt work as I would like
Your problem has nothing to do with repaint "not working" and all to do with your tying up the Swing event thread. If you run a long-running process on the Swing Event Dispatch Thread (or EDT), the thread responsible for painting the GUI and interacting with the user, your GUI freezes and won't paint itself or respond until the EDT is released.
Solution: don't use a while (true) loop or Thread.sleep(...)
on the Swing event thread. Also:
Thread.sleep(...)
, but in my opinion this is not worth the trouble since a Swing Timer will work so well and is easier to implement correctly.Also:
mousePressed(...)
method not mouseClicked(...)
since the former is more forgiving.manHattanDistance = Math.abs(x - pointX) + Math.abs(y - pointY);
) and pointY, and stopping the timer if it gets below a minimum. I've also saved the prior Manhattan distance and have checked the differences between the old and new one to make sure that the oval doesn't over-shoot, kind of as a fail-safe.For example, my paintComponent(...)
method could look like:
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
// RADIUS is an int const and = 10
g.fillOval((int) x - RADIUS, (int) y - RADIUS, 2 * RADIUS, 2 * RADIUS);
}
Upvotes: 3
Reputation: 906
As above. you need to do these things on separate threads.
Sometimes you will need to decrement x so check if it's already bigger than the the point clicked, or the program will keep incrementing it indefinitely. Also you'll probably want to do the same with y
Upvotes: 0