public void paint(Graphics g) { if (!gameComplete) { if (!initialPaintComplete) { g.setColor(Color.WHITE); g.fillRect(0, 0, MaxX, MaxY); initialPaintComplete = true; } Graphics blockGraphics = blockBuffer.getGraphics(); Graphics padGraphics = padBuffer.getGraphics(); Graphics ballGraphics = ballBuffer.getGraphics(); Graphics ballPreviousGraphics = ballBufferPrevious.getGraphics(); ballPreviousGraphics.setColor(Color.WHITE); ballPreviousGraphics.fillRect(0, 0, ballDiameter, ballDiameter); g.drawImage(ballBufferPrevious, ballPreviousX, ballPreviousY, null); ballGraphics.setColor(Color.BLUE); ballGraphics.fillOval(0, 0, ballDiameter, ballDiameter); // whole line white g.drawImage(ballBuffer, ballX, ballY, null); ballGraphics.setColor(Color.RED); ballGraphics.fillOval(4, 4, ballDiameter - 8, ballDiameter - 8); // whole line white g.drawImage(ballBuffer, ballX, ballY, null); padGraphics.setColor(Color.WHITE); padGraphics.fillRect(0, 0, MaxX, blockHeight); // whole line white padGraphics.setColor(Color.BLACK); padLeft = padx - padLength / 2; if (padLeft >= 0 && padx + padLength / 2 < MaxX) { padGraphics.fillRoundRect(padLeft, 0, padLength, padHeight, padHeight, padHeight); } if (padLeft < 0) { padGraphics.fillRoundRect(0, 0, padLength, padHeight, padHeight, padHeight); } else if (padx + padLength / 2 >= MaxX) { padGraphics.fillRoundRect(MaxX - padLength, 0, padLength, padHeight, padHeight, padHeight); } g.drawImage(padBuffer, 0, padTop, null); // g.drawString(msg, 50, 50); // Drawing Blocks Iterator<Entry<String, Color>> it = blockMap.entrySet().iterator(); blockGraphics.setColor(Color.WHITE); blockGraphics.fillRect(0, 0, blockSetWidth, blockSetHeight); // whole line white while (it.hasNext()) { Map.Entry<String, Color> pairs = (Map.Entry<String, Color>) it.next(); String coordinate = pairs.getKey(); blockGraphics.setColor(pairs.getValue()); blockGraphics.fillRect( new Pair(coordinate).first, new Pair(coordinate).second, blockLength, blockHeight); } if (repaintBlocks) { g.drawImage(blockBuffer, blockStartX, blockStartY, null); if (--count < 0) repaintBlocks = false; } } }
public FrontBack(SJGame sjg) { super(sjg); frontImage = sjg.createImage(sjg.getWidth(), sjg.getHeight()); backImage = sjg.createImage(sjg.getWidth(), sjg.getHeight()); setFront(frontImage.getGraphics()); setBack(backImage.getGraphics()); getFront().setColor(Color.white); getFront().fillRect(0, 0, sjg.getWidth(), sjg.getHeight()); getFront().setColor(Color.black); getBack().setColor(Color.white); getBack().fillRect(0, 0, sjg.getWidth(), sjg.getHeight()); getBack().setColor(Color.black); }
// Although it presently returns a boolean, that was only needed // during my aborted attempted at animated graphics primitives. // Until those become a reality the boolean value returned by this // routine is unnecessary public boolean animate(int sAt, boolean forward) { int x; LinkedList lt = null; animation_done = true; // May be re-set in paintComponent via indirect paintImmediately call at end // Was used in aborted attempted to // introduce animated primitives. Now // it's probably excess baggage that // remains because I still have hopes // of eventually having animated // primitives if (getSize().width != 0 && getSize().height != 0) { my_width = getSize().width; // set dimensions my_height = getSize().height; } else { my_width = GaigsAV.preferred_width; // set dimensions my_height = GaigsAV.preferred_height; } // First capture the new image in a buffer called image2 SnapAt = sAt; BufferedImage image2 = new BufferedImage(my_width, my_height, BufferedImage.TYPE_INT_RGB); Graphics2D g2 = (Graphics2D) image2.getGraphics(); // need a separate object each time? g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); g2.setColor(Color.WHITE); g2.fillRect(0, 0, my_width, my_height); // Set horizoff and vertoff to properly center the visualization in the // viewing window. This is not quite perfect because visualizations // that are not properly centered within their [0,1] localized // coordinates will not be perfectly centered, but it is much better // than it was previously. if (no_mouse_drag) { horizoff = (my_width - GaigsAV.preferred_width) / 2; vertoff = (my_height - GaigsAV.preferred_height) / 2; } list_of_snapshots.reset(); x = 0; lt = new LinkedList(); while (x < SnapAt && list_of_snapshots.hasMoreElements()) { lt = (LinkedList) list_of_snapshots.nextElement(); x++; } lt.reset(); animation_done = true; // System.out.println("before loop " + horizoff); while (lt.hasMoreElements()) { obj tempObj = (obj) lt.nextElement(); animation_done = animation_done && (tempObj.execute(g2 /*offscreen*/, zoom, vertoff, horizoff)); // System.out.println("in loop"); } // Next capture the image we are coming from in a buffer called image1 SnapAt = (forward ? sAt - 1 : sAt + 1); BufferedImage image1 = new BufferedImage(my_width, my_height, BufferedImage.TYPE_INT_RGB); Graphics2D g1 = (Graphics2D) image1.getGraphics(); // need a separate object each time? g1.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); g1.setColor(Color.WHITE); g1.fillRect(0, 0, my_width, my_height); // Set horizoff and vertoff to properly center the visualization in the // viewing window. This is not quite perfect because visualizations // that are not properly centered within their [0,1] localized // coordinates will not be perfectly centered, but it is much better // than it was previously. if (no_mouse_drag) { horizoff = (my_width - GaigsAV.preferred_width) / 2; vertoff = (my_height - GaigsAV.preferred_height) / 2; } list_of_snapshots.reset(); x = 0; lt = new LinkedList(); while (x < SnapAt && list_of_snapshots.hasMoreElements()) { lt = (LinkedList) list_of_snapshots.nextElement(); x++; } lt.reset(); animation_done = true; // System.out.println("before loop " + horizoff); while (lt.hasMoreElements()) { obj tempObj = (obj) lt.nextElement(); animation_done = animation_done && (tempObj.execute(g1 /*offscreen*/, zoom, vertoff, horizoff)); // System.out.println("in loop"); } // Now slide from image1 to image2 // From the gaff Visualizer by Chris Gaffney // double step = 4; // Adjust this for more/less granularity between images double step = 40; // Adjust this for more/less granularity between images Image buffer = getGraphicsConfiguration().createCompatibleVolatileImage(my_width, my_height); Graphics2D g2d = (Graphics2D) buffer.getGraphics(); AffineTransform trans = AffineTransform.getTranslateInstance(step * (forward ? -1 : 1), 0); // AffineTransform orig = g2d.getTransform(); Shape mask = createMask(my_width, my_height); for (double i = 0; i < my_width; i += step) { if (i + step > my_width) // last time through loop, so adjust transform trans = AffineTransform.getTranslateInstance(((double) (my_width - i)) * (forward ? -1 : 1), 0); g2d.transform(trans); g2d.drawImage(image1, 0, 0, this); g2d.setColor(Color.BLACK); g2d.fill(mask); AffineTransform last = g2d.getTransform(); g2d.transform(AffineTransform.getTranslateInstance(my_width * (-1 * (forward ? -1 : 1)), 0)); g2d.drawImage(image2, 0, 0, this); g2d.setColor(Color.BLACK); g2d.fill(mask); g2d.setTransform(last); this.my_image = buffer; repaint(); try { Thread.sleep(10); } catch (InterruptedException e) { } } Image b = getGraphicsConfiguration().createCompatibleImage(my_width, my_height); b.getGraphics().drawImage(buffer, 0, 0, null); this.my_image = b; return animation_done; }
public Graphics getDBGraphics() { return dbImage.getGraphics(); }