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Published byMagnus George Modified over 9 years ago
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Animation To animate our programs, that is, to have real time interactions where objects move on the screen, we want to call repaint( ) every few milliseconds –how does our program know when a few milliseconds elapse? –there is a Timer class available set it for 20 milliseconds and every 20 milliseconds, the Timer generates an ActionEvent –we implement an ActionListener to handle the ActionEvent as we did with JButtons ActionEvent is handled by implementing an actionPerformed method What should our actionPerformed method do? –we want to draw something on the Graphics panel and move it every time the Timer sends out an Event –so actionPerformed will “move” the object (change its location) and then call repaint( ) –repaint calls paintComponent –paintComponent first erases whatever had been previously drawn and then draws the object(s) anew, having possibly been moved
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Timer class A Timer object is instantiated by: –Timer t = new Timer(duration, handler); duration is the time (in milliseconds) that elapses between Timer- generated events, such as 20 or 50 handler is the object that handles the Timer-generated events – we will use this just like we have for our addActionListener statements –The steps are to add import java.awt.event.*; “implements ActionListener” to our class header instantiate the Timer as t = new Timer(10, this); –but use whatever value you want for the duration, 10 or 20 would be adequate for most applications start the timer by using t.start( ); –if we need to stop the timer, we use t.stop( ); –that’s about all there is to it!
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Timer Skeleton import javax.swing.*; import java.awt.event.*; public class TimerSkeleton implements ActionListener { private Timer t; // other instance data go here as needed public TimerSkeleton( ) { t = new Timer(10, this); t.start( ); // other initialization operations go here as needed } // other methods go here as needed public void actionPerformed(ActionEvent e) { // whatever you want to happen when the Timer pulses go here }
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What Should actionPerformed Do? This depends on why you are using a Timer –to move an object in a Graphics panel (e.g., a ball) alter the x and y coordinates and call repaint( ) –for a Game: calculate where game objects (say a spacecraft or a missile) have moved and redraw them –this may require the user of an array of x and an array of y values to store the various objects, or multiple variables such as myX, myY, yourX, yourY, or both (the arrays might store the X and Y coordinates of missiles launched from one to the other) –for Animation: if our item being drawn is represented by an array of different figures –then just increment the array index and repaint( ) –we will see an example of a StickFigure, but this could also be done by having a series of jpg or gif files all pre-loaded into an array of Images
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Moving an Image to Create Motion Imagine that your class draws on a JPanel an ImageIcon (say of a spaceship) –currently, the spaceship is located at coordinates x, y –the following actionPerformed method will randomly move the spaceship on the screen –x and y should be class variables so that you could do g.drawImage(image, x, y, this); in your paintComponent method public void actionPerformed(ActionEvent e) { int dx = generator.nextInt(2); // generate a # from -1 to +1 int dy = generator.nextInt(2); // generate a # from -1 to +1 x += dx;// move the piece in a random x direction y += dy;// move the piece in a random y direction repaint( );// assume repaint does drawImage at x, y }
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Full Example Code public TimerExample( ) { t = new Timer(10, this); t.start( ); x = 150; y = 150; repaint( ); } public void actionPerformed(ActionEvent ev) { int distanceX = generator.nextInt(2)); int distanceY = generator.nextInt(2)); x += distanceX; y += distanceY; repaint( ); } public void paintComponent(Graphics g) { super.paintComponent(g); g.setColor(Color.red); g.fillOval(x, y, 5, 5); } At each Timer Event, randomly move the object (a red circle) up/down/left/right by 0 or 1 unit Note: we could make it more realistic by generating a random int from 1-9 and move it in one of 8 directions or leave it stationary (1 = upper left, or subtract 1 from x and y, 2 = straight up, etc)
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Better Motion The random motion from the previous example would make the object on the screen look like a bee, buzzing around What if we wanted a more purposeful movement? For instance in a straight line? Lets add 2 more variables, dx and dy –(delta x means “change in x”, delta y means “change in y”, we use d because we don’t have the Greek letter delta) For actionPerformed, just do x=x+dx; y=y+dy; –If dx=1 and dy=2, then our object will move in a straight line to the right 1 pixel and down 2 pixels at each movement, or a diagonal downward line –If dx=0 and dy=-1, then the object moves straight up –We should also make sure that x & y do not “go off” the screen (if x < 10 make x = 10 and dx = 0 to stop the motion there, or let x = X_SIZE to “wrap around”)
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Handling Multiple ActionEvents private static class ExamplePanel extends JPanel implements ActionListener { private Timer t; private JButton b; public ExamplePanel( ) { t = new Timer(1000, this); t.start(); b = new JButton("Button"); b.addActionListener(this); add(b); } public void actionPerformed(ActionEvent e) { if(e.getSource( )==t) System.out.println("Timer pulsed"); else if(e.getSource( )==b) System.out.println("Button pressed"); }
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Moving Multiple Items How would a game like Asteroids work? –we need to keep track of the coordinates of multiple values, just like we did with our paint program –so we create an array of x, y, dx and dy int values private int[ ] x, y, dx, dy;// dx, dy – velocity of x, y private int num;// number of items in the arrays –actionPerformed now manipulates all items in the array and paintComponent draws them all public void actionPerformed(ActionEvent e) { for(int i=0;i<num;i++) { x[i]+=dx[i]; y[i]+=dy[i]; } If x[i] or y[i] reaches a boundary (0 or max X/Y) then change dx or dy to be the opposite (multiply by -1)
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JSlider Another GUI component is the JSlider –the JSlider is a bar with a mouse-movable controller –you slide the controller from left to right or right to left We will use the JSlider to control things like –speed (as you move it to the right, the Timer’s delay can be shortened, thus speeding up your game –colors, we will see how to do this in a couple of slides where 3 JSliders control the background color We create a JSlider by initializing it with 3 values –the minimum value (left-hand side or lower limit), maximum value (right-hand side or upper limit), and initial value –JSlider redSlider = new JSlider(0, 255, 0);
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More on JSliders You can also create vertical sliders by adding JSlider.VERTICAL at the beginning of the parameters in the instantiation –JSlider slide = new JSlider(JSlider.VERTICAL, 0, 100, 50); // initial value is 50 To use a JSlider, you need to assign the JSlider a listener (just like you did with a JButton and other GUI components) –the listener needs to implement ChangeListener, so our class’ definition that contains a JSlider will look like this: –public static class JSliderExample extends JPanel implements ChangeListener To implement a ChangeListener, you need to implement the method stateChanged, which will receive a ChangeEvent ChangeEvent has a method getValue( ) which will return the current position of the JSlider
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JSlider Example public static class SliderPanel extends JPanel implements ChangeListener { private JSlider redSlider, greenSlider, blueSlider; private int red, green, blue; public SliderPanel() { red = green = blue = 0; redSlider = new JSlider(0, 255, 0); greenSlider = new JSlider(0, 255, 0); blueSlider = new JSlider(0, 255, 0); redSlider.addChangeListener(this); greenSlider.addChangeListener(this); blueSlider.addChangeListener(this); JPanel sliderPanel = new JPanel(new GridLayout(3, 1)); sliderPanel.add(redSlider); sliderPanel.add(greenSlider); sliderPanel.add(blueSlider); add(sliderPanel); // Add the panels to the main panel. }
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Continued public void stateChanged(ChangeEvent e) { if(e.getSource()==redSlider) red = redSlider.getValue(); else if(e.getSource()==greenSlider) green = greenSlider.getValue(); else if(e.getSource()==blueSlider) blue = blueSlider.getValue(); repaint(); } public void paintComponent(Graphics g) { super.paintComponent(g); g.setColor(new Color(red, green, blue)); g.fillRect(0, 0, getWidth(), getHeight()); } Notice that we use e.getSource( ) to identify the source of the Change Event (which JSlider was used?)
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Sound/Music Just as Java has a facility for displaying an image using the ImageIcon class, you can also play sounds/music –this facility is only available through the Applet class –even though we aren’t going to create applets, we can use this class to generate music in our Jframe/JPanel classes How do we do this? –import java.applet.* –create a nested inner class that extends Applet, include an instance data of type AudioClip and in the Applet constructor, instantiate an Applet object: aClip = Applet.newAudioClip(getClass( ).getResource(filename)); –add an accessor method to your Applet to return the audio clip A skeleton of an example follows –NOTE: you can only hear wav files and you will only be able to hear them in the lab if you bring headphones
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AudioClip Example import java.applet.*;// needed to generate an AudioClip public class AudioExample2 { public static void main(String[] args) { AClip a = new AClip();// create an Applet AudioClip c = a.getClip();// use the Applet to generate an AudioClip c.play( );// play the AudioClip } private static class AClip extends Applet // Applet as an inner class used to { // generate AudioClip objects private static AudioClip a; // Our AudioClip public AClip() // constructor { a = Applet.newAudioClip(getClass( ).getResource("chimes.wav")); }// getClass( ) returns the file location of this class // getResource returns the actual item, in this case a wav file public AudioClip getClip()// accessor { return a; }
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