I'm trying to write a program that draws a new square every second. This is my code for my JPannel class. I have two other classes but I beleive they are irrelivant to my question. One has the main method where it creates an object of the other class that contains the JFrame. I just cant figure out how to get the timer to work and how it works.
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class Drawing extends JPanel implements ActionListener{
Drawing(){
super();
setBackground(Color.WHITE);
startTimer();
}
public void startTimer() {
Timer timer = new Timer(1000, this);
timer.start();
}
public void paintComponent(Graphics g) {
int width = getWidth();
int height = getHeight();
super.paintComponent(g);
g.setColor(Color.BLUE);
for(int x = 0; x < 999; x ++) {
for(int y = 0; y < 999; y ++) {
g.drawRect(0,0, x, y);
}
}
}
public void actionPerformed(ActionEvent e) {
repaint();
}
}
答案 0 :(得分:3)
Get rid of the for loops in your paintComponent method. Note that painting methods should not change object state. Instead the timer's actionPerformed method gets repeatedly called -- advance your counter or x/y variables there, and then call repaint()
.
e.g.,
private int x;
private int y;
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
// RECT_WIDTH etc are constants
g.drawRect(x, y, RECT_WIDTH, RECT_HEIGHT);
}
public void actionPerformed(ActionEvent e) {
int width = getWidth();
int height = getHeight();
// code here to change the object's state -- here to change
// location of the rectangle
x++;
y++;
// TODO: check that x and y are not beyond bounds and if so,
// then re-position them
repaint();
}