Reputation: 69
I'm designing a video game for my computer science class. So far, everything is working and the game involves dragging a picture to certain parts of the screen. However, the window is not large enough to contain all of the images, so I want to make a "next" button that will open a new page of items in the same window while also allowing the dragged images to remain on the side. Basically, I just want one part of the screen to be able to move to a new frame. Sort of like a menu button that leads to a new "scene" of the program.
I'm working with eclipse.
import processing.core.PApplet;
import processing.core.PImage;
import java.awt.event.MouseEvent;
@SuppressWarnings("serial")
public class Step1 extends PApplet
{
//curly brown
float x = 900;
float y = 30;
float imageWidth = 175;
float imageHeight = 175;
//long brown
float x2 = 800;
float y2 = 30;
//royal dress
float x3 = 845;
float y3 = 170;
float imageWidth2 = 400;
float imageHeight2 = 400;
//flower dress
float x4 = 850;
float y4 = 145;
//black and pink dress
float x5 = 600;
float y5 = 170;
//black straight
float x6 = 700;
float y6 = 30;
boolean mouseInImage = false;
boolean mouseInImage2 = false;
boolean mouseInImage3 = false;
boolean mouseInImage4 = false;
boolean mouseInImage5 = false;
boolean mouseInImage6 = false;
PImage img;
//hairs
PImage curlyBrown = loadImage("CurleyBrown.png");
PImage longBrown = loadImage("LongBrown.png");
PImage blackStraight = loadImage("BlackStraight.png");
//dresses
PImage blackAndPinkDress = loadImage("BlackAndPinkDress.png");
PImage blackDress = loadImage("BlackDress.PNG");
PImage blackStripesDress = loadImage("BlackStripesDress.png");
PImage flowerDress = loadImage("FlowerDress.png");
PImage sparklyDress = loadImage("SparklyDress.png");
PImage royalDress = loadImage("RoyalDress.png");
public void setup()
{
size(1024, 576);
background(255, 255, 255, 255);
img = loadImage("Body1.png");
}
public void draw()
{
background(255, 255, 255, 255);
image(img, 250, 50);
image(royalDress, x3, y3);
image(flowerDress, x4, y4);
image(blackStripesDress, 680, 70);
image(blackDress, 600, 65);
image(blackAndPinkDress, x5, y5);
image(sparklyDress, 500, 150);
//hair
image(longBrown, x2, y2, imageWidth, imageHeight);
image(curlyBrown, x, y, imageWidth, imageHeight);
image(blackStraight, x6, y6, 125, 145);
}
public void mousePressed(MouseEvent e)
{
if(mouseX > x && mouseX < x + imageWidth && mouseY > y && mouseY < y + imageHeight)
mouseInImage = true;
else if(mouseX > x2 && mouseX < x2 + imageWidth && mouseY > y2 && mouseY < y2 + imageHeight)
mouseInImage2 = true;
else if(mouseX > x3 && mouseX < x3 + imageWidth2 && mouseY > y3 && mouseY < y3 + imageHeight2)
mouseInImage3 = true;
else if(mouseX > x4 && mouseX < x4 + imageWidth2 && mouseY > y4 && mouseY < y4 + imageHeight2)
mouseInImage4 = true;
else if(mouseX > x5 && mouseX < x5 + imageWidth2 && mouseY > y5 && mouseY < y5 + imageHeight2)
mouseInImage5 = true;
else if(mouseX > x6 && mouseX < x6 + 125 && mouseY > y6 && mouseY < y6 + 145)
mouseInImage6 = true;
}
public void mouseDragged()
{
if(mouseInImage)
{
float deltaX = mouseX - pmouseX;
float deltaY = mouseY - pmouseY;
x += deltaX;
y += deltaY;
}
else if(mouseInImage2)
{
float deltaX = mouseX - pmouseX;
float deltaY = mouseY - pmouseY;
x2 += deltaX;
y2 += deltaY;
}
else if(mouseInImage3)
{
float deltaX = mouseX - pmouseX;
float deltaY = mouseY - pmouseY;
x3 += deltaX;
y3 += deltaY;
}
else if(mouseInImage4)
{
float deltaX = mouseX - pmouseX;
float deltaY = mouseY - pmouseY;
x4 += deltaX;
y4 += deltaY;
}
else if(mouseInImage5)
{
float deltaX = mouseX - pmouseX;
float deltaY = mouseY - pmouseY;
x5 += deltaX;
y5 += deltaY;
}
else if(mouseInImage6)
{
float deltaX = mouseX - pmouseX;
float deltaY = mouseY - pmouseY;
x6 += deltaX;
y6 += deltaY;
}
}
public void mouseReleased()
{
mouseInImage = false;
mouseInImage2 = false;
mouseInImage3 = false;
mouseInImage4 = false;
mouseInImage5 = false;
mouseInImage6 = false;
}
}
Upvotes: 2
Views: 911
Reputation: 42174
There are two main approaches.
Approach 1: Draw all of your pictures, and provide a way to scroll through them. Think of how a slider bar works.
Here is a dumb example that uses dots instead of images:
ArrayList<PVector> points = new ArrayList<PVector>();
void setup() {
size(500, 500);
for (int i = 0; i < 1000; i++) {
points.add(new PVector(random(1000), random(height)));
}
}
void draw() {
background(0);
for (PVector point : points) {
ellipse(point.x, point.y, 10, 10);
}
}
void keyPressed() {
if (keyCode == LEFT) {
for (PVector point : points) {
point.x--;
}
} else if (keyCode == RIGHT) {
for (PVector point : points) {
point.x++;
}
}
}
This example moves all of the dots, but you could just call translate()
instead. You might also look into a GUI library that implements a slider bar for you.
In fact, Processing comes with an example of how to implement a slider. From the PDE, go to File > Examples
and then in the Examples window go to Topics > GUI > Scrollbar
.
Approach 2: Split your pictures into pages, and then draw one page at a time.
Another little example:
ArrayList<PVector> pageOne = new ArrayList<PVector>();
ArrayList<PVector> pageTwo = new ArrayList<PVector>();
boolean drawPageOne = true;
void setup() {
size(500, 500);
for (int i = 0; i < 500; i++) {
pageOne.add(new PVector(random(width), random(height)));
pageTwo.add(new PVector(random(width), random(height)));
}
}
void draw() {
background(0);
if (drawPageOne) {
for (PVector point : pageOne) {
ellipse(point.x, point.y, 10, 10);
}
} else {
for (PVector point : pageTwo) {
ellipse(point.x, point.y, 10, 10);
}
}
}
void mouseClicked() {
drawPageOne = !drawPageOne;
}
This example just uses two separate ArrayList
instances and a boolean
to switch between them, but you could get fancier and use an array of pages and an index instead.
Upvotes: 1