I am trying to write a Java application which draws multiple balls on screen which bounce off of the edges of the frame. I can successfully draw one ball. However when I add the second ball it overwrites the initial ball that I have drawn. The code is:
import java.awt.*;
import javax.swing.*;
import java.util.ArrayList;
import java.util.List;
public class Ball extends JPanel implements Runnable {
List<Ball> balls = new ArrayList<Ball>();
Color color;
int diameter;
long delay;
private int x;
private int y;
private int vx;
private int vy;
public Ball(String ballcolor, int xvelocity, int yvelocity) {
if(ballcolor == "red") {
color = Color.red;
}
else if(ballcolor == "blue") {
color = Color.blue;
}
else if(ballcolor == "black") {
color = Color.black;
}
else if(ballcolor == "cyan") {
color = Color.cyan;
}
else if(ballcolor == "darkGray") {
color = Color.darkGray;
}
else if(ballcolor == "gray") {
color = Color.gray;
}
else if(ballcolor == "green") {
color = Color.green;
}
else if(ballcolor == "yellow") {
color = Color.yellow;
}
else if(ballcolor == "lightGray") {
color = Color.lightGray;
}
else if(ballcolor == "magenta") {
color = Color.magenta;
}
else if(ballcolor == "orange") {
color = Color.orange;
}
else if(ballcolor == "pink") {
color = Color.pink;
}
else if(ballcolor == "white") {
color = Color.white;
}
diameter = 30;
delay = 40;
x = 1;
y = 1;
vx = xvelocity;
vy = yvelocity;
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(color);
g.fillOval(x,y,30,30); //adds color to circle
g.setColor(Color.black);
g2.drawOval(x,y,30,30); //draws circle
}
public void run() {
while(isVisible()) {
try {
Thread.sleep(delay);
} catch(InterruptedException e) {
System.out.println("interrupted");
}
move();
repaint();
}
}
public void move() {
if(x + vx < 0 || x + diameter + vx > getWidth()) {
vx *= -1;
}
if(y + vy < 0 || y + diameter + vy > getHeight()) {
vy *= -1;
}
x += vx;
y += vy;
}
private void start() {
while(!isVisible()) {
try {
Thread.sleep(25);
} catch(InterruptedException e) {
System.exit(1);
}
}
Thread thread = new Thread(this);
thread.setPriority(Thread.NORM_PRIORITY);
thread.start();
}
public static void main(String[] args) {
Ball ball1 = new Ball("red",3,2);
Ball ball2 = new Ball("blue",6,2);
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.getContentPane().add(ball1);
f.getContentPane().add(ball2);
f.setSize(400,400);
f.setLocation(200,200);
f.setVisible(true);
new Thread(ball1).start();
new Thread(ball2).start();
}
}
I wanted to create a List of balls and then cycle through drawing each of the balls but I'm still having trouble adding both balls to the Content Pane.
Thanks for any help.
null
layout manager, otherwise it will take over and layout your balls as it sees fit.Ball
within the context of the EDT..
public class AnimatedBalls {
public static void main(String[] args) {
new AnimatedBalls();
}
public AnimatedBalls() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException ex) {
} catch (InstantiationException ex) {
} catch (IllegalAccessException ex) {
} catch (UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new Balls());
frame.setSize(400, 400);
frame.setVisible(true);
}
});
}
public class Balls extends JPanel {
public Balls() {
setLayout(null);
// Randomize the speed and direction...
add(new Ball("red", 10 - (int) Math.round((Math.random() * 20)), 10 - (int) Math.round((Math.random() * 20))));
add(new Ball("blue", 10 - (int) Math.round((Math.random() * 20)), 10 - (int) Math.round((Math.random() * 20))));
}
}
public class Ball extends JPanel implements Runnable {
Color color;
int diameter;
long delay;
private int vx;
private int vy;
public Ball(String ballcolor, int xvelocity, int yvelocity) {
if (ballcolor == "red") {
color = Color.red;
} else if (ballcolor == "blue") {
color = Color.blue;
} else if (ballcolor == "black") {
color = Color.black;
} else if (ballcolor == "cyan") {
color = Color.cyan;
} else if (ballcolor == "darkGray") {
color = Color.darkGray;
} else if (ballcolor == "gray") {
color = Color.gray;
} else if (ballcolor == "green") {
color = Color.green;
} else if (ballcolor == "yellow") {
color = Color.yellow;
} else if (ballcolor == "lightGray") {
color = Color.lightGray;
} else if (ballcolor == "magenta") {
color = Color.magenta;
} else if (ballcolor == "orange") {
color = Color.orange;
} else if (ballcolor == "pink") {
color = Color.pink;
} else if (ballcolor == "white") {
color = Color.white;
}
diameter = 30;
delay = 100;
vx = xvelocity;
vy = yvelocity;
new Thread(this).start();
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
int x = getX();
int y = getY();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(color);
g.fillOval(0, 0, 30, 30); //adds color to circle
g.setColor(Color.black);
g2.drawOval(0, 0, 30, 30); //draws circle
}
@Override
public Dimension getPreferredSize() {
return new Dimension(30, 30);
}
public void run() {
try {
// Randamize the location...
SwingUtilities.invokeAndWait(new Runnable() {
@Override
public void run() {
int x = (int) (Math.round(Math.random() * getParent().getWidth()));
int y = (int) (Math.round(Math.random() * getParent().getHeight()));
setLocation(x, y);
}
});
} catch (InterruptedException exp) {
exp.printStackTrace();
} catch (InvocationTargetException exp) {
exp.printStackTrace();
}
while (isVisible()) {
try {
Thread.sleep(delay);
} catch (InterruptedException e) {
System.out.println("interrupted");
}
try {
SwingUtilities.invokeAndWait(new Runnable() {
@Override
public void run() {
move();
repaint();
}
});
} catch (InterruptedException exp) {
exp.printStackTrace();
} catch (InvocationTargetException exp) {
exp.printStackTrace();
}
}
}
public void move() {
int x = getX();
int y = getY();
if (x + vx < 0 || x + diameter + vx > getParent().getWidth()) {
vx *= -1;
}
if (y + vy < 0 || y + diameter + vy > getParent().getHeight()) {
vy *= -1;
}
x += vx;
y += vy;
// Update the size and location...
setSize(getPreferredSize());
setLocation(x, y);
}
}
}
The "major" problem with this approach, is each Ball
has it's own Thread
. This is going to eat into your systems resources real quick as you scale the number of balls up...
As started by Hovercraft, you're better off creating a container for the balls to live in, where the balls are not components but are "virtual" concepts of a ball, containing enough information to make it possible to bounce them off the walls...
public class SimpleBalls {
public static void main(String[] args) {
new SimpleBalls();
}
public SimpleBalls() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException ex) {
} catch (InstantiationException ex) {
} catch (IllegalAccessException ex) {
} catch (UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Spot");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
Balls balls = new Balls();
frame.add(balls);
frame.setSize(400, 400);
frame.setVisible(true);
new Thread(new BounceEngine(balls)).start();
}
});
}
public static int random(int maxRange) {
return (int) Math.round((Math.random() * maxRange));
}
public class Balls extends JPanel {
private List<Ball> ballsUp;
public Balls() {
ballsUp = new ArrayList<Ball>(25);
for (int index = 0; index < 10 + random(90); index++) {
ballsUp.add(new Ball(new Color(random(255), random(255), random(255))));
}
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
for (Ball ball : ballsUp) {
ball.paint(g2d);
}
g2d.dispose();
}
public List<Ball> getBalls() {
return ballsUp;
}
}
public class BounceEngine implements Runnable {
private Balls parent;
public BounceEngine(Balls parent) {
this.parent = parent;
}
@Override
public void run() {
int width = getParent().getWidth();
int height = getParent().getHeight();
// Randomize the starting position...
for (Ball ball : getParent().getBalls()) {
int x = random(width);
int y = random(height);
Dimension size = ball.getSize();
if (x + size.width > width) {
x = width - size.width;
}
if (y + size.height > height) {
y = height - size.height;
}
ball.setLocation(new Point(x, y));
}
while (getParent().isVisible()) {
// Repaint the balls pen...
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
getParent().repaint();
}
});
// This is a little dangrous, as it's possible
// for a repaint to occur while we're updating...
for (Ball ball : getParent().getBalls()) {
move(ball);
}
// Some small delay...
try {
Thread.sleep(100);
} catch (InterruptedException ex) {
}
}
}
public Balls getParent() {
return parent;
}
public void move(Ball ball) {
Point p = ball.getLocation();
Point speed = ball.getSpeed();
Dimension size = ball.getSize();
int vx = speed.x;
int vy = speed.y;
int x = p.x;
int y = p.y;
if (x + vx < 0 || x + size.width + vx > getParent().getWidth()) {
vx *= -1;
}
if (y + vy < 0 || y + size.height + vy > getParent().getHeight()) {
vy *= -1;
}
x += vx;
y += vy;
ball.setSpeed(new Point(vx, vy));
ball.setLocation(new Point(x, y));
}
}
public class Ball {
private Color color;
private Point location;
private Dimension size;
private Point speed;
public Ball(Color color) {
setColor(color);
speed = new Point(10 - random(20), 10 - random(20));
size = new Dimension(30, 30);
}
public Dimension getSize() {
return size;
}
public void setColor(Color color) {
this.color = color;
}
public void setLocation(Point location) {
this.location = location;
}
public Color getColor() {
return color;
}
public Point getLocation() {
return location;
}
public Point getSpeed() {
return speed;
}
public void setSpeed(Point speed) {
this.speed = speed;
}
protected void paint(Graphics2D g2d) {
Point p = getLocation();
if (p != null) {
g2d.setColor(getColor());
Dimension size = getSize();
g2d.fillOval(p.x, p.y, size.width, size.height);
}
}
}
}
Because this is driven by a single thread, it is much more scalable.
You can also check out the images are not loading which is a similar question ;)