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  1. #1
    stuffses is offline Member
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    Feb 2012
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    Question Simple shapes class

    I'm new to JAVA, migrating over from Processing, and I looked at a few ways to draw shapes. After reading about them, I was able to make a shape, but I was wondering how I would implement the shape drawing in each class I create (Player, Enemy, Environment, ect classes).

    I read this tutorial, and I was able to run it perfectly, and understand most of the code, but I don't know how I would make it work for multiple independent objects.

    What I want is to make a static class that I can use to easily draw shapes, like this:
    Java Code:
    for (int i = 0; i < num; i++) {
    It is also important that each individual class is as independent as possible.

    Is this, or something similar, possible?

  2. #2
    DarrylBurke's Avatar
    DarrylBurke is offline Forum Police
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    Default Re: Simple shapes class

    The tutorial you linked doesn't appear to be of good quality. At a glance, I see an example of overriding paint(...) instead of paintComponnet(...) in a JPanel. Bad. But then, that's true of many advertisement-driven sites; all the authors care about is the click-throughs, not whether their information is authentic. edit: Also bad: misuse of inheritance (extending JFrame) and constructing an ImageIcon only to obtain its Image.

    Graphics / Graphics2D already have various methods for drawing. I suggest you go through these Oracle tutorials:
    Lesson: Performing Custom Painting (The Java™ Tutorials > Creating a GUI With JFC/Swing)
    Trail: 2D Graphics (The Java™ Tutorials)

    If animation is part of the mix, you'll find correct approaches in this Lesson: Concurrency in Swing (The Java™ Tutorials > Creating a GUI With JFC/Swing)

    Last edited by DarrylBurke; 02-22-2012 at 09:56 AM.
    If you're forever cleaning cobwebs, it's time to get rid of the spiders.

  3. #3
    stuffses is offline Member
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    Default Re: Simple shapes class

    Thanks Darryl, I did suspect the tutorial wasn't very good, but I had no idea it was ad-driven (ad-block). I'll check out those links, and see what I can do.

  4. #4
    stuffses is offline Member
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    Default Re: Simple shapes class

    I followed those tutorials, but I am still confused on how an object should create a shape. Here are my classes:

    Main class:
    Java Code:
    package main;
    import javax.swing.SwingUtilities;
    import javax.swing.JFrame;
    public class Main {
    	Player myPlayer = new Player(500,500); //create player
        public static void main(String[] args) {
            SwingUtilities.invokeLater(new Runnable() {
                public void run() {
        private static void createAndShowGUI() {
            System.out.println("Created GUI on EDT? "+
            JFrame f = new JFrame("Testing shapes!");
            f.add(new RectCreate());

    Drawing Class:
    Java Code:
    package main;
    import javax.swing.JPanel;
    import java.awt.Graphics; 
    class RectCreate extends JPanel {
    	//The function for creating rects goes here:
        public void paintComponent(Graphics g) {

    Player class (The one that should call a draw command):
    Java Code:
    package main;
    public class Player {
    	int x;
    	int y;
    	int w;
    	int h;
    	Player(int px, int py) {
    		x = px;
    		y = py;
    		w = 30;
    		h = 30;
    	void draw() {
    		//Here is what I want to do:

    I have a few ideas, but I don't know how to implement them:
    -When a createRect method is called, a static method draws the shape. This repeats every frame.
    -The RectCreator class is called, it adds a vector of the wanted shape to an ArrayList, and once all objects have requested their shapes, the class draws them all at once. This repeats every frame.
    -Each class that needs a shape drawn has it's own code for drawing, and doesn't rely on a shape class to draw.

    Currently in my code, there is only a RectCreate class. If I find a good way of drawing, I will add ellipse, line, and other shape classes.
    So how do I do this?

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