Reputation: 1
I'm writing a thing that has a JLabel
array that has something in the first index and then detects right keys that shifts the thing to the right. Basically, [x][][][][][][] starts, then if I press the right key, it shifts to [][x][][][][][]. Currently, I can't get the JLabel
to properly update. It shows up correctly at first, but when I hit the right key, the entire thing gets messed up. Ie, it starts like this:
(I have the numbers to gauge the shifting, they'll go away when I figure this problem out)
Which is right, but when I hit the right key, everything disappears (just blank.) However, my test in the console still gives me the correct values though.
The numbers don't even show up :/
Here's the relevant code:
public Template() {
for (int i = 0; i < 7; i++) {
positions[i] = new JLabel();
positions[i].setFont(new Font("Times New Roman", Font.PLAIN, 15));
System.out.println("Yay");
}
// I initialize my JLabel array here instead of below because if I don't do this, there's no change whatsoever if I press the right key. I'm not sure if I did it correctly, though.
initialize(p1, 0);
}
private void initialize(String p, int index) {
frame = new JFrame();
JPanel header = new JPanel();
header.setBackground(Color.WHITE);
GridBagLayout gbl = new GridBagLayout();
GridBagConstraints c = new GridBagConstraints();
header.setLayout(gbl);
header.setPreferredSize(new Dimension(400, 50));
c.fill = GridBagConstraints.HORIZONTAL;
for (int i = 0; i < 7; i++) {
if (i == index) {
positions[i].setText(p + "");
System.out.println("indexed set");
} else {
positions[i].setText("" + i);
System.out.println(positions[i].getText());
System.out.println("set");
}
c.gridx = i;
c.gridy = 0;
header.add(positions[i], c);
}
frame.add(header, BorderLayout.NORTH);
frame.setBounds(100, 100, 450, 300);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
playMove(p);
}
public void playMove(String p) {
...
frame.addKeyListener(new KeyAdapter() {
@Override
public void keyPressed(KeyEvent keyEvent) {
System.out.println("Game.keyPressed -- event: " + keyEvent);
if (keyEvent.getKeyCode() == KeyEvent.VK_RIGHT) {
System.out.println("Right key pressed!");
int index = searchHeader();
System.out.println("index: " + index);
if (index != 6) {
int shift = index + 1;
System.out.println("shift: " + shift);
SwingUtilities.updateComponentTreeUI(frame);
initialize(p, shift, t);
}
}
}
@Override
public void keyReleased(KeyEvent keyEvent) {
System.out.println("Game.keyReleased -- event: " + keyEvent);
}
});
}
public int searchHeader() {
for (int i = 0; i < 7; i++) {
String val = positions[i].getText();
if (val == "x" || val == "o") {
System.out.println("i:" + i);
return i;
}
}
return 0;
}
My System.out.println()
; tests all return the correct values (the correct index, shift, and numbers in the array) but I'm not sure why the thing isn't showing up :/
If my code needs clarification or missed something (I did cut some irrelevant info off after taking advice from my last post) please tell me
Upvotes: 0
Views: 61
Reputation: 51445
Since you didn't provide a minimal runnable example that we could copy into our IDE, run, and debug, I came up with this example GUI that shows an X shifting to the right.
I used the right arrow key to perform the shift.
Here's the GUI when starting the application.
Here's the GUI after shifting the X three positions.
Here's the GUI after shifting the X four positions.
Oracle has a helpful tutorial, Creating a GUI With Swing. Skip the Netbeans section.
The first thing I did was start the Swing application by calling the SwingUtilities
invokeLater
method. This method ensures that the Swing components are created and executed on the Event Dispatch Thread.
Next, I created a JFrame
. The JFrame
methods must be called in a specific order. This is the order I use for my Swing applications.
I created a main JPanel
to hold the array of eight JLabels
. I also created an int to hold the position of the X. I used a FlowLayout to lay out the array of JLabels
. I( used the Box class to put some space between the JLabels
.
As you're creating a more complicated game, create an application model using plain Java getter/setter classes.
I used Key Bindings to bind the right arrow key to the Action
class. I used AbstractAction
so I'd only have to code the actionPerformed
method.
Here's the complete runnable code.
import java.awt.BorderLayout;
import java.awt.FlowLayout;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import javax.swing.AbstractAction;
import javax.swing.BorderFactory;
import javax.swing.Box;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.SwingUtilities;
public class ShiftRightExample implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new ShiftRightExample());
}
private int position;
private JLabel[] spotLabel;
public ShiftRightExample() {
this.position = 0;
}
@Override
public void run() {
JFrame frame = new JFrame("Shift Right Example");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel mainPanel = createMainPanel();
frame.add(mainPanel, BorderLayout.CENTER);
setKeyBindings(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
private JPanel createMainPanel() {
JPanel panel = new JPanel(new FlowLayout());
panel.setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
this.spotLabel = new JLabel[8];
for (int index = 0; index < spotLabel.length; index++) {
spotLabel[index] = new JLabel(" ");
panel.add(spotLabel[index]);
if (index < (spotLabel.length - 1)) {
panel.add(Box.createHorizontalStrut(20));
}
}
updateMainPanel(position, "X");
return panel;
}
private void setKeyBindings(JPanel panel) {
panel.getInputMap().put(
KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), "shiftRight");
panel.getActionMap().put("shiftRight", new ShiftRightAction());
}
public void updateMainPanel(int position, String value) {
spotLabel[position].setText(value);
}
public class ShiftRightAction extends AbstractAction {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent event) {
updateMainPanel(position, " ");
position++;
position = position % spotLabel.length;
updateMainPanel(position, "X");
}
}
}
Upvotes: 3