I'm currently making a cube (drawing with point2d and line2d to make the shape) move around a frame, similar to that of pong or the window screen saver bubbles. i am able to print the cube onto the frame but i don't understand how to make it move around after the first print. I want to use a timer action listener to make the ball move around.
Viewer
import javax.swing.JFrame;
public class CubeBounceViewer {
public static void main(String[] agrs) {
JFrame frame = new JFrame();
frame.setTitle("Cube Bounce");
frame.setSize(1280,720);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
CubeBounceComponent component = new CubeBounceComponent();
frame.add(component);
}
}
Component
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JComponent;
import javax.swing.Timer;
public class CubeBounceComponent extends JComponent{
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
//Creates a object list with size equal to value of instance
Cube cube = new Cube();
class TimerListener implements ActionListener {
public void actionPerformed(ActionEvent event) {
cube.move();
}
}
ActionListener listener = new TimerListener();
final int DELAY = 100;
Timer t = new Timer(DELAY, listener);
t.start();
cube.draw(g2);
cube.move();
if (cube.getX()>=1265 || cube.getX()<=15 && cube.getY()<=15 || cube.getY()>=705) {
cube.changeDirection(-1, -1);
} else if(cube.getX()>=1265 || cube.getX()<=15) {
cube.changeDirection(-1, 1);
} if (cube.getY()<=15 || cube.getY()>=705) {
cube.changeDirection(1,-1);
}
}
}
Cube
import java.awt.Graphics2D;
import java.awt.geom.Line2D;
import java.awt.geom.Point2D;
public class Cube {
private int centerX,centerY,directionX, directionY;
public Cube() {
centerX=640;
centerY=360;
directionX=1;
directionY=1;
}
public void draw(Graphics2D g2) {
Point2D.Double backTopLeft = new Point2D.Double(centerX-10,centerY-15);
Point2D.Double backTopRight = new Point2D.Double(centerX+15,centerY-15);
Point2D.Double backBottomLeft = new Point2D.Double(centerX-10,centerY+10);
Point2D.Double backBottomRight = new Point2D.Double(centerX+15,centerY+10);
Point2D.Double frontTopLeft = new Point2D.Double(centerX-15,centerY-10);
Point2D.Double frontTopRight = new Point2D.Double(centerX+10,centerY-10);
Point2D.Double frontBottomLeft = new Point2D.Double(centerX-15,centerY+15);
Point2D.Double frontBottomRight = new Point2D.Double(centerX+10,centerY+15);
Line2D.Double backTop = new Line2D.Double(backTopLeft,backTopRight);
Line2D.Double backRight = new Line2D.Double(backTopRight,backBottomRight);
Line2D.Double backLeft = new Line2D.Double(backTopLeft,backBottomLeft);
Line2D.Double backBottom = new Line2D.Double(backBottomLeft,backBottomRight);
Line2D.Double frontTop = new Line2D.Double(frontTopLeft,frontTopRight);
Line2D.Double frontRight = new Line2D.Double(frontTopRight,frontBottomRight);
Line2D.Double frontLeft = new Line2D.Double(frontTopLeft,frontBottomLeft);
Line2D.Double frontBottom = new Line2D.Double(frontBottomLeft,frontBottomRight);
Line2D.Double topLeft = new Line2D.Double(backTopLeft,frontTopLeft);
Line2D.Double topRight = new Line2D.Double(backTopRight,frontTopRight);
Line2D.Double bottomLeft = new Line2D.Double(backBottomLeft,frontBottomLeft);
Line2D.Double bottomRight = new Line2D.Double(backBottomRight,frontBottomRight);
g2.draw(backTop);
g2.draw(backRight);
g2.draw(backLeft);
g2.draw(backBottom);
g2.draw(frontTop);
g2.draw(frontRight);
g2.draw(frontLeft);
g2.draw(frontBottom);
g2.draw(topLeft);
g2.draw(topRight);
g2.draw(bottomLeft);
g2.draw(bottomRight);
}
public void changeDirection(int x, int y) {
directionX*=x;
directionY*=y;
}
public void move() {
centerX+=1*directionX;
centerY+=1*directionY;
}
public int getX() {
return centerX;
}
public int getY() {
return centerY;
}
}
Any help is greatly appreciated! Thank you.
First make the cube a member of your class, not a local variable. Second remove all of the moving logic from your paint component. Third Request a repaint after you've updated the cubes position.
Cube cube = new Cube();
public void updatePosition(){
cube.move();
if (cube.getX()>=1265 || cube.getX()<=15 && cube.getY()<=15 || cube.getY()>=705) {
cube.changeDirection(-1, -1);
} else if(cube.getX()>=1265 || cube.getX()<=15) {
cube.changeDirection(-1, 1);
} if (cube.getY()<=15 || cube.getY()>=705) {
cube.changeDirection(1,-1);
}
repaint();
}
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
cube.draw(g2);
}
Now, you have a cube that can change position. You also have a method to change the position. So in your main method create a timer that calls the update method.
class TimerListener implements ActionListener {
public void actionPerformed(ActionEvent event) {
component.updatePosition();
}
}
ActionListener listener = new TimerListener();
final int DELAY = 100;
Timer t = new Timer(DELAY, listener);
t.start();
Note you can use lambdas to make this a little more concise, and not need the named class TimerListener
.
Timer t = new Timer(DELAY, evt->component.updatePosition() )