This is probably a common question, but likely unique to every situation.
.repaint()
in code: timer = new Timer(5, new ActionListener() {
double t = 0;
public void actionPerformed(ActionEvent e) {
ArrayList<Particle> fireworks = manager.getFireworks(t/1000);
showFireworks(fireworks,t/1000);
t = t + timer.getDelay();
for (Particle projectile : fireworks) {
canvas = new FireworksDisplay(projectile);
canvas.repaint();
add(canvas);
}
}
});
It is creating an ArrayList of firework particles (which works correctly, since I tested printing the (x,y) postions in the console window and it went fine). I want my program to paint a little particles on the screen for every member of my ArrayList list
private class FireworksDisplay extends JPanel {
private Color colour;
private int xPos;
private int yPos;
private int size;
public FireworksDisplay(Particle particle) {
super();
String string = particle.getColour();
string = string.toLowerCase();
switch(string) {
case "blue": this.colour = Color.blue;
break;
case "red": this.colour = Color.red;
break;
case "green": this.colour = Color.green;
break;
case "orange": this.colour = Color.orange;
break;
case "cyan": this.colour = Color.cyan;
break;
case "magenta": this.colour = Color.magenta;
break;
case "yellow": this.colour = Color.yellow;
break;
case "pink": this.colour = Color.pink;
break;
default: this.colour = Color.white;
break;
}
double[] positions = particle.getPosition();
this.xPos = (int) (getWidth()*positions[0]*(50) + tubeImage.getSize().width/2);
this.yPos = (int) (getHeight()*positions[1]*(50) + tubeImage.getSize().height - 100);
this.size = particle.getRenderSize();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(colour);
g.fillOval(xPos, yPos, size, size);
}
}
For some reason it's not painting to the screen even though all the other times I painted were successful.
Is there a problem in my posted code, or you you think there's something wrong elsewhere?
Remember that you need to call Timer
's start()
method after instantiation.
Also, you're adding a new JPanel every time your Timer
fires. You may want to rewrite your code so that you simply paint new Particle
s instead.
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