I need to set an image - on mouse event it will be moved across a drawing

like a stickers

Place the image in a movieclip or sprite and assign it an instance name so that you can assign an MouseEvent listener to it.  Make the event handler function process moving the movieclip/sprite.

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    Hi,
    I need to set background image in interactive forms. How it is possible please explain it step by step.
    Regards,
    Gurprit Bhatia

    Hey Gurprit,
    All you need to do is:
    1. drag and drop the Image object from the Library -> Standard tab
    2. select the image you want to use
    3. position the image on the form where you want
    4. right click the image and say "Send to Back"
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    Cheers,
    Kevin

  • Trying to create a surface  with multiple images with mouse events

    novice programmer (for a applet program)
    hi trying to create a surface i.e jpanel, canvas, that allows multiple images to be created.
    Each object is to contain a image(icon) and a name associated with that particular image. Then each image+label has a mouse event that allows the item to be dragged around the screen.
    I have tried creating own class that contains a image and string but I having problems.
    I know i can create a labels with icons but having major problems adding mouse events to allow each newly created label object to moved by the users mouse?
    if any one has any tips of how to acheive this it would be much appreciated. Thanks in advance.
    fraser.

    This should set you on the right track:- import java.awt.*;
        import java.awt.event.*;
        import javax.swing.*;
        public class DragTwoSquares extends JApplet implements MouseListener, MouseMotionListener {  
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           int x2, y2;   // Coords of top-left corner of the blue square.
           /* Some variables used during dragging */
           boolean dragging;      // Set to true when a drag is in progress.
           boolean dragRedSquare; // True if red square is being dragged, false                              //    if blue square is being dragged.                            
           int offsetX, offsetY;  // Offset of mouse-click coordinates from
                                  //   top-left corner of the square that was                           //   clicked.
           JPanel drawSurface;    // This is the panel on which the actual
                                  // drawing is done.  It is used as the
                                  // content pane of the applet.  It actually                      // belongs to an anonymous class which is
                                  // defined in place in the init() method.
            public void init() {
                 // Initialize the applet by putting the squares in a
                 // starting position and creating the drawing surface
                 // and installing it as the content pane of the applet.
              x1 = 10;  // Set up initial positions of the squares.
              y1 = 10;
              x2 = 50;
              y2 = 10;
              drawSurface = new JPanel() {
                        // This anonymous inner class defines the drawing
                        // surface for the applet.
                    public void paintComponent(Graphics g) {
                           // Draw the two squares and a black frame
                           // around the panel.
                       super.paintComponent(g);  // Fill with background color.
                       g.setColor(Color.red);
                       g.fillRect(x1, y1, 30, 30);
                       g.setColor(Color.blue);
                       g.fillRect(x2, y2, 30, 30);
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                       g.drawRect(0,0,getSize().width-1,getSize().height-1);
              drawSurface.setBackground(Color.white);
              drawSurface.addMouseListener(this);
              drawSurface.addMouseMotionListener(this);
              setContentPane(drawSurface);
           } // end init();
           public void mousePressed(MouseEvent evt) {
                  // Respond when the user presses the mouse on the panel.
                  // Check which square the user clicked, if any, and start
                  // dragging that square.
              if (dragging)  // Exit if a drag is already in progress.
                 return;           
              int x = evt.getX();  // Location where user clicked.
              int y = evt.getY();        
              if (x >= x2 && x < x2+30 && y >= y2 && y < y2+30) {
                     // It's the blue square (which should be checked first,
                     // since it's in front of the red square.)
                 dragging = true;
                 dragRedSquare = false;
                 offsetX = x - x2;  // Distance from corner of square to (x,y).
                 offsetY = y - y2;
              else if (x >= x1 && x < x1+30 && y >= y1 && y < y1+30) {
                     // It's the red square.
                 dragging = true;
                 dragRedSquare = true;
                 offsetX = x - x1;  // Distance from corner of square to (x,y).
                 offsetY = y - y1;
           public void mouseReleased(MouseEvent evt) {
                  // Dragging stops when user releases the mouse button.
               dragging = false;
           public void mouseDragged(MouseEvent evt) {
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                   // not being dragged, then exit. Otherwise, change the position
                   // of the square that is being dragged to match the position
                   // of the mouse.  Note that the corner of the square is placed
                   // in the same position with respect to the mouse that it had
                   // when the user started dragging it.
               if (dragging == false)
                 return;
               int x = evt.getX();
               int y = evt.getY();
               if (dragRedSquare) {  // Move the red square.
                  x1 = x - offsetX;
                  y1 = y - offsetY;
               else {   // Move the blue square.
                  x2 = x - offsetX;
                  y2 = y - offsetY;
               drawSurface.repaint();
           public void mouseMoved(MouseEvent evt) { }
           public void mouseClicked(MouseEvent evt) { }
           public void mouseEntered(MouseEvent evt) { }
           public void mouseExited(MouseEvent evt) { }  
        } // end class

  • After setting stage.transform.matrix3d, mouse event localX/Y stageX/Y do not work

    Hello
    Because i need to do 3d transformation on the whole stage, i set the stage transfromation.matrix3d.
    I made one test application and find that mouse event doesn't work properly.
    In my application, i simply add a sprite containing red circle and test the functions.
    Besides, i scale the stage along x-axis half using stage.transform.matrix3D
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    import java.awt.event.*;
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           int y[]={0,100};
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    i got it to work with
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    import java.awt.event.*;
    import java.applet.*;
    import java.awt.geom.*;
    import java.io.*;
    * @author  tom
    public class CNP extends java.applet.Applet {
        File rcfile=null;
        java.io.BufferedReader br;
        Image img;
        int H;
        int W;
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            img=getImage(getCodeBase(),"ide.gif");
            final iLabel label=new iLabel(img);
            Graphics gr=this.getGraphics();
            label.paint(gr);
            label.addMouseListener(new java.awt.event.MouseAdapter() {
                public void mouseClicked(java.awt.event.MouseEvent evt) {
                    label1MouseClicked(label,evt);
                public void mouseExited(java.awt.event.MouseEvent evt) {
                    label1MouseExited(label,evt);
                public void mouseEntered(java.awt.event.MouseEvent evt) {
                    label1MouseEntered(label,evt);
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        String lbl[]={"a","B","Cc","dDd","E"};
        int i=0;
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        int y[]={0,100};
        int R=75;
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        int Y=50;
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        int Cy=100;
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            dy=Math.round(arc.getEndPoint().getY());
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            H=this.img.getHeight(null);
            if(Cx>X){X=X-W;}
            if(Cy>Y){Y=Y-H; }
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            javax.swing.JOptionPane.showMessageDialog(null,l1.getText()+" ("+evt.getX()+","+evt.getY()+")","CNP",1);
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            this.repaint();
        class iLabel extends Label{
            public Image image;
            int ix=0;
            int iy=0;
            iLabel(Image i){
                this.image=i;
            public void setImage(Image i,Point p){
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                this.iy=p.y;
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                super.paint(g);
                g.clearRect(0, 0, image.getWidth(null), image.getHeight(null));
                g.drawImage(this.image,ix,iy,this);
    }

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    But in the case of partially broken links, I am not able to go furthur because the code keeps waiting to get some data.
    So for this reason I want to setup a timer and tell the code to wait for 5-10 min, in that time if it does not get any data, proceed furthur to download other links...
    Please tell me how can I do this.. or plzzz tell me an alternative...
    Please help me ans its a bit urgent plzzzz.
    Thank you,
    chaitanya

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