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- 02-10-2011, 09:49 PM #1
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Question on Graphics/JFrame/KeyEvents
I want the user to be able to control the oval on the screen with the arrow keys. Here is my code.
//main
Java Code:package Game; public class main { public static void main(String[] args){ new Starter(); } } //initiator
Java Code:package Game; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.*; public class Starter extends JFrame implements ActionListener { Starter(){ super("Game Selector"); JButton Close = new JButton("Close"); JButton maze = new JButton("Maze"); JButton idk = new JButton("idk"); JLabel tell = new JLabel(" Please Select A Game"); GridLayout Lay = new GridLayout(4,2); setLayout(Lay); add(tell); add(maze); add(idk); add(Close); this.setSize(400, 400); setVisible(true); Close.setActionCommand("Close"); Close.addActionListener(this); maze.setActionCommand("Maze"); maze.addActionListener(this); idk.setActionCommand("idk"); idk.addActionListener(this); } @Override public void actionPerformed(ActionEvent e) { // TODO Auto-generated method stub if("Close".equals(e.getActionCommand())){ System.exit(0); setVisible(false); } if("Maze".equals(e.getActionCommand())){ new Maze(); setVisible(false); } if("idk".equals(e.getActionCommand())){ //new idk(); } }
Java Code:} //JFrame / graphics 1 Code: package Game; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.event.KeyEvent; import java.awt.image.BufferedImage; import java.util.Scanner; import java.awt.image.*; import javax.swing.JComponent; import javax.swing.JFrame; import javax.swing.JPanel; public class Maze extends JFrame { BufferedImage img; Oval oval = new Oval(); JFrame frame; int x = 0; int y = 0; //Graphics g; JPanel panel = new JPanel(); JComponent comp; Maze(){ frame = new JFrame(); frame.setTitle("Maze"); frame.getContentPane(); frame.setSize(800,800); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOS E); frame.setBackground(Color.yellow); //setPreferredSize(new Dimension(800,800)); setBackground(Color.black); frame.setVisible(true); } public void paintComponent(Graphics2D g) { super.paintComponents(g); Graphics2D g2 = (Graphics2D)g; //img = (BufferedImage)(this.createImage(getWidth(),getHei ght())); Graphics2D gc = img.createGraphics(); gc.setColor(Color.RED); oval.drawOval(gc); } //public void keyPressed(KeyEvent e) { // if(e.getKeyCode()==KeyEvent.VK_DOWN){ // System.out.println("key down was pressed"); // g.drawRect(x, y-1, 10, 10); // g.fillRect(x, y-1, 10, 10); // g.setColor(Color.black); // } // if(e.getKeyCode()==KeyEvent.VK_UP){ // System.out.println("."); // g.drawRect(x, y+1, 10, 10); // g.fillRect(x, y+1, 10, 10); // g.setColor(Color.black); // } // if(e.getKeyCode()==KeyEvent.VK_LEFT){ // System.out.println("k"); // g.drawRect(x+1, y, 10, 10); // } // if(e.getKeyCode()==KeyEvent.VK_RIGHT){ // System.out.println("lol"); // g.drawRect(x-1, y, 10, 10); // } //} { } }
Java Code:package Game; import java.awt.Color; import java.awt.Graphics; import java.awt.image.*; public class Oval { BufferedImage img; public Oval() { img = new BufferedImage(800, 800, BufferedImage.OPAQUE); } public void drawOval(Graphics a){ Graphics g = img.getGraphics(); int x = 0; int y = 0; g.setColor(Color.black); g.drawOval(x, y, 10, 10); } public BufferedImage getOval() { return img; } public void paint(Graphics g) { g.drawImage(img, 0, 0, null); } }
Last edited by loopsnhoops; 02-11-2011 at 12:20 AM. Reason: Because some f@g made me.
- 02-10-2011, 10:39 PM #2
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Whats the problem? Is the even triggering? Does it even compile?
- 02-10-2011, 11:03 PM #3
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The problem is there is no oval drawn to the screen and I just want some tips on how to make the keys tie to the oval.
- 02-10-2011, 11:07 PM #4
Can you put your code in [code ][/code ] tags? (no spaces)
It will be easier to understand.
- 02-11-2011, 12:22 AM #5
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