I need a certain image to be redrawn at different locations constantly as the program runs. So I set up a while loop that should move an image across the screen, but it just redraws the image on top of itself over and over again. What am I doing wrong? Is there a way to delete the old image before drawing it in a new location?
JFrame frame = buildFrame();
final BufferedImage image = ImageIO.read(new File("BeachRoad_double_size.png"));
JPanel pane = new JPanel() {
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int num = 0;
boolean fluff = true;
while (fluff == true) {
num = num + 1;
g.drawImage(image, num, 0, null);
if (num == 105) {
fluff = false;
}
}
}
};
frame.add(pane);
You can't code a loop in the paintComponent() method. The code will execute so fast that the image will only be painted in the final position, which in your case should be with an x position of 105.
Instead you need to use a Swing Timer to schedule the animation every 100 milliseconds or so. Then when the timer fires you update the x position and invoke repaint() on the panel. Read the Swing tutorial on Using Swing Timers for more information.