Reputation: 479
I'm trying to change the text at position (0, 1) in my grid system which works but for some reason, the number it was before stays there so if I change it from a 0 to a 1, it's a 0 with a 1 overlapping it. What's wrong with my code that's causing this?
Main class:
package Tetris;
import java.awt.Color;
import javax.swing.JFrame;
class Tetris {
JFrame frame;
public Tetris() {
frame = new JFrame("Tetris");
frame.setSize(500, 500);
frame.setVisible(true);
frame.setResizable(false);
//frame.setLocationRelativeTo(null);
frame.getContentPane().setBackground(Color.LIGHT_GRAY);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new Board(frame));
}
public static void main(String[] args) {
new Tetris();
}
}
Game class:
package Tetris;
import java.awt.Graphics;
import java.awt.event.*;
import javax.swing.*;
public class Board extends JPanel {
private static final long serialVersionUID = -5635526290001171288L;
private int[][] boardLayout;
private int[] piecePos;
private float timerCount = 0.0f;
private String boardLayoutString;
private Timer timer;
public Board(JFrame frame) {
timer = new Timer(10, new ActionListener() {
public void actionPerformed(ActionEvent e) {
update();
}
});
timer.start();
boardLayout = new int[8][16];
piecePos = new int[] { 1, 0 };
boardLayoutString = "";
for(int y = 0; y < 16; y++) { // grid system
for(int x = 0; x < 8; x++) {
boardLayout[x][y] = 0;
if(x == 7) {
boardLayoutString += boardLayout[x][y] + "\n";
} else {
boardLayoutString += boardLayout[x][y] + " ";
}
}
}
frame.addKeyListener(new KeyListener() { // maybe put this somewhere else
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_ESCAPE) {
System.exit(0);
}
if(e.getKeyCode() == KeyEvent.VK_Q) {
boardLayout[1][0] = 2;
}
}
public void keyReleased(KeyEvent e) {
//
}
public void keyTyped(KeyEvent e) {
//
}
});
}
private String boardLayoutToString(int[][] boardLayout) {
boardLayoutString = "";
for(int y = 0; y < 16; y++) { // grid system
for(int x = 0; x < 8; x++) {
if(x == 7) {
boardLayoutString += boardLayout[x][y] + "\n";
} else {
boardLayoutString += boardLayout[x][y] + " ";
}
}
}
return boardLayoutString;
}
private void update() {
timerCount += 0.01f; // every 10ms, add 0.01 - this means 1.0f = 1s
if(timerCount >= 1.0f) { // do something every 1s
// if(piecePos[1] < 8) {
// boardLayout[piecePos[0]][piecePos[1]] = 1;
// piecePos[1]++;
// if(piecePos[1] > 0) {
// boardLayout[piecePos[0]][piecePos[1] - 1] = 0;
// }
// } else {
// piecePos = new int[] { 1, 0 };
// }
timerCount = 0.0f;
}
}
public void paint(Graphics g) {
//Graphics2D g2 = (Graphics2D) g;
for(int i = 0; i < boardLayoutToString(boardLayout).split("\n").length; i++) {
g.drawString(boardLayoutToString(boardLayout).split("\n")[i], 50, 50 + (i * 15));
}
repaint();
}
}
Upvotes: 4
Views: 66
Reputation: 168845
That source has some questionable features.
JComponent
, use paintComponent(Graphics)
instead of paint(Graphics)
.super.paintComponent(Graphics)
to clear the previous drawing.@Override
notation to ensure compile time checking.repaint()
from a paint method, instead call it from an ActionListener
controlled by a Swing Timer
Upvotes: 4