Drew L. Facchiano
Drew L. Facchiano

Reputation: 291

Java image display issue

Dear wonderful people of stackoverflow

A group of my friends are attempting to make a level editor in Java.

We have a Jpanel instead of a Jframe and we are trying to put small images onto the Jpanel from a filepath saved as a string. In the end we want a list of images that you can just drop on. So far we have tried a few methods with no luck.

We can load the images, however we can't get these images to actually display, What would be the best means of solving said problem?

below is a sample of what we have so far.

EnemyPlacementGrid = new JPanel();
EnemyPlacementGrid.addMouseListener(new MouseAdapter() {
    //@Override
    public int mouseX;
    public int mouseY;
    public void mouseClicked(MouseEvent arg0) { //what happens when you click in the EnemyPlacementGrid
        System.out.println("Correct Area for placement");
        mouseX = arg0.getX();
        mouseY = arg0.getY();
        //System.out.println("X:" + mouseX + ", Y:" + mouseY );
        Enemy newEnemy = workingEnemy.cloneSelf();
        newEnemy.setLocation(mouseX, mouseY);
        System.out.println("newEnemy object: " + newEnemy);
        System.out.println(newEnemy.weaponList);
        currentWave.addEnemy(newEnemy);
        System.out.print(currentLevel);
    }
});

Any and all help is greatly appreciated.

UPDATE:

As of now I have an image appearing, however I can't update said image. Note code below:

public void run() {
                try {
                     BufferedImage img = ImageIO.read(new File(IMG_PATH));
                     ImageIcon icon = new ImageIcon(img);
                     WaveScreen frame = new WaveScreen();

                     JPanel panel = (JPanel)frame.getContentPane();  
                     JLabel label = new JLabel();  
                     label.setIcon(new ImageIcon("images/map_on.png"));// your image here  
                     panel.add(label);  


                    frame.setVisible(true);
                    panel.add(label);
                    panel.repaint(); 

                } catch (Exception e) {
                    e.printStackTrace();
                } 

update, method tried from comments:

Graphics2D g = null;
                        Graphics2D g2 = (Graphics2D)g;
                        Image imageVariable = new ImageIcon("images/map_on.png").getImage();
                       g.drawImage(imageVariable, mouseX, mouseY, null);

Upvotes: 2

Views: 134

Answers (2)

user2277872
user2277872

Reputation: 2973

Well, i'd say to try using Graphics, meaning you need to override the paint method; i'd recommend that you put the mouseX and mouseY as global variables though…

// creating global image variable for use later
Image imageVariable = new ImageIcon("image path").getImage();

public void paintComponent(Graphics g) {
   // here you could either create a Graphics2D object
   // Graphics2D g2 = (Graphics2D)g;
   // or you could use the g parameter as it is, doesn't matter.
   // use the global variable for the image to be drawn onto the screen
   // use the global value of the mouseX and mouseY for where you click the mouse
   // to place the image, and this should be it 
   g.drawImage(imageVariable, mouseX, mouseY, null);
}

Hope this helps!

Upvotes: 2

bas
bas

Reputation: 1678

If the game is simple, user2277872's solution will work and you can use graphics2D from java. However, if you are planning on a more sophisticated game (lots of interaction, lots of textures), then the default Java framework for 2D graphics will prove to be too slow.

If you are planning on such a game, I can highly recommend either learning OpenGL or using an existing framework for graphics, such as

JMonkeyEngine (http://jmonkeyengine.com/) or Slick (http://slick.cokeandcode.com/index.php)

More information: What should I use to display game graphics?

Upvotes: 2

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