/** PaintComponent to draw everything. */ @Override public void paintComponent(Graphics g) { super.paintComponent(g); setBackground(Color.WHITE); // If using images, use cool dragon background if (useImages) g.drawImage(background, 0, 0, 310, 300, null); // Use light gray to not overpower the background image g.setColor(Color.LIGHT_GRAY); for (int y = 1; y < ROWS; ++y) g.fillRoundRect(0, cellSize * y - 4, (cellSize * COLS) - 1, 8, 8, 8); for (int x = 1; x < COLS; ++x) g.fillRoundRect(cellSize * x - 4, 0, 8, (cellSize * ROWS) - 1, 8, 8); // Use graphics2d for when not using the images Graphics2D g2d = (Graphics2D) g; g2d.setStroke(new BasicStroke(4, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND)); for (int y = 0; y < ROWS; ++y) { for (int x = 0; x < COLS; ++x) { int x1 = x * cellSize + 16; int y1 = y * cellSize + 16; if (board[y][x] == Symbol.X) { // use image if set to true, otherwise use g2d // for thicker, better looking X's and O's if (useImages) g.drawImage(imageX, x1, y1, 75, 75, null); else { g2d.setColor(PURPLE); int x2 = (x + 1) * cellSize - 16; int y2 = (y + 1) * cellSize - 16; g2d.drawLine(x1, y1, x2, y2); g2d.drawLine(x2, y1, x1, y2); } } else if (board[y][x] == Symbol.O) { if (useImages) g.drawImage(imageO, x1, y1, 75, 75, null); else { g2d.setColor(Color.BLUE); g2d.drawOval(x1, y1, 70, 70); } } } // end for } // Set status bar based on gamestate. If CONTINUE, show whose turn it is if (gameStatus == GameStatus.CONTINUE) { statusBar.setForeground(Color.BLACK); if (currentPlayer == Symbol.X) statusBar.setText("X's Turn"); else statusBar.setText("O's Turn"); } else if (gameStatus == GameStatus.DRAW) { statusBar.setForeground(Color.RED); statusBar.setText("Draw! Click to play again!"); } else if (gameStatus == GameStatus.X_WIN) { statusBar.setForeground(Color.RED); statusBar.setText("X has won! Click to play again!"); } else if (gameStatus == GameStatus.O_WIN) { statusBar.setForeground(Color.RED); statusBar.setText("O has won! Click to play again!"); } }
@Override public void paintComponent(Graphics g) { if (selected) { g.setColor(selColor); g.fillRoundRect(0, 0, getWidth(), getHeight(), getWidth() / 10, getHeight() / 10); label.setForeground(Color.YELLOW); } else label.setForeground(Color.WHITE); super.paintComponent(g); }
/** * Draw one die including the letter centered in the middle of the die. If highlight is true, * we reverse the background and letter colors to highlight the die. */ public void paintComponent(Graphics g) { super.paintComponent(g); int centeredXOffset, centeredYOffset; // Draw the blank die g.setColor((isHighlighted) ? FACECOLOR : DIECOLOR); g.fillRoundRect(0, 0, DIESIZE, DIESIZE, DIESIZE / 2, DIESIZE / 2); // Outline the die with black g.setColor(Color.black); g.drawRoundRect(0, 0, DIESIZE, DIESIZE, DIESIZE / 2, DIESIZE / 2); Graphics faceGraphics = faceLabel.getGraphics(); faceGraphics.setColor(isHighlighted ? DIECOLOR : FACECOLOR); Color myColor = isHighlighted ? DIECOLOR : FACECOLOR; faceLabel.setForeground(myColor); faceLabel.setFont(FACEFONT); faceLabel.setText(face); }