JLabel in Rules class won't display

import java.awt.Dimension;
import java.awt.Toolkit;
import javax.swing.JButton;
import javax.swing.JLabel;
import javax.swing.SwingConstants;
import Graphics.DrawFrame;
public class Caller { //driver class
     public static void main(String[] args) { //main method
          int width = 350; //sets width to 350 pixels
          int height = 150; //sets height to 150 pixels
          Toolkit toolkit = Toolkit.getDefaultToolkit(); //creates a Toolkit object
          Dimension dim = toolkit.getScreenSize(); //creates a Dimension object and stores the screen size
          do {
               //DrawFrame.setDefaultLookAndFeelDecorated(true); //decorates the look and feel
               DrawFrame frame = new DrawFrame((dim.width-width)/2, (dim.height-height)/2, width, height, "How to Play"); //creates an instance of DrawFrame and sets it in the center of the screen with a height of 300 and a width of 300
               JButton rules = new JButton("Play"); //creates a newJButton with the text "play"
               JLabel label = new JLabel("<html>Press ENTER to call a new number.<br>Press R to reset game.<br> The game resets if all 75 numbers have been called.<br> Press H to see this screen again.<br> Click the button or press ENTER to start.", SwingConstants.CENTER); //creates a JLabel that explains the game and centers it in the frame
               frame.panel.add(label); //adds the label to the frame
               label.setOpaque(true); //sets the label as opaque
               label.setVisible(true); //makes the label visible
               frame.panel.add(rules); //adds the button to the frame
               rules.setOpaque(true); //sets the button to opaque
               rules.setVisible(true); //makes the button visible
               ButtonListener button = new ButtonListener(); //creates instance of ButtonListener class
               rules.addActionListener(button); //adds an Action Listener to the button
               frame.getRootPane().setDefaultButton(rules); //sets button as default button (clicks button when user hits ENTER
               frame.setVisible(true);
               while (button.source != rules) {//loops if the source of the ActionEvent wasn't the button
                    label.repaint(); //repaints the label
                    rules.repaint(); //repaints the button
               frame.dispose(); //deletes the frame when the button is clicked
               Bingo.bingoCaller(); //calls the method in the bingo class
          } while(true); //loops indefinitely
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class ButtonListener implements ActionListener { //class implements ActionListener interface
          public Object source; //creates an object of type Object
          public void actionPerformed(ActionEvent e) { //actionPerformed method that has an ActionEvent ofject as an argument
               source = e.getSource(); //sets the source of the ActionEvent to source
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import Graphics.*;
public class Bingo {
     static Ball balls[][] = new Ball[5][15]; //creates a 2D 5 by 15 array
     public static void bingoCaller() {
          //DrawFrame.setDefaultLookAndFeelDecorated(true); //decorates the look and feel
          int width = 1250; //sets width to 1250 pixels
          int height = 500; //sets height to 500 pixels
          Toolkit toolkit = Toolkit.getDefaultToolkit(); //creates a Toolkit object
          Dimension dim = toolkit.getScreenSize(); //creates a Dimension object and sets the it as the screen size
          DrawFrame frame = new DrawFrame((dim.width-width)/2, (dim.height-height)/2, width, height, "Automated BINGO Caller"); //creates instance of DrawFrame that is 1250 pixel wide and 500 pixels high at the center of the screen
          Graphics g = frame.getGraphicsEnvironment(); //calls the getGraphicsEnvironment method in the DrawFrame class
          Keys key = new Keys(); //creates instance of the Keys class
          frame.addKeyListener(key); //adds a KeyListener called Key
          for (int x = 0; x < 5; x++) { //fills rows
               for (int y = 0; y < 15; y++) { //fills columns
                    balls[x][y] = new Ball(x, y+1); //fills array
          frame.pack(); //adjusts the size of the frame so everything fits
          g.setColor(Color.black); //sets the font color of the letters to black
          g.setFont(new Font("MonoSpace", Font.BOLD, 50)); //creates new font
          for(int y=0;y<balls.length;y++){ //draws all possible balls
               g.drawString(balls[y][0].s, 0, y*100+50); //draws numbers
               for(int x=0;x<balls[y].length;x++){ //draws all possible balls
                    g.drawString(Integer.toString(balls[y][x].i), (x+1)*75, y*100+50); //draws letters
          frame.repaint(); //repaints numbers
          do {
               int x, y; //sets variables x and y as integers
               int count = 0; //sets a count for the number of balls called
               boolean exit; //sets a boolean to the exit variable
               do {
                    exit = false; //exit is set to false
                    x = (int)(Math.random() * 5); //picks a random number between 0 and 4 and stores it as x
                    y = (int)(Math.random() * 15); //picks a random number between 0 and 14 stores it as y
                    if (!balls[x][y].called) { //checks to see if a value is called
                         exit = true; //changes exit to true if it wasn't called
                         balls[x][y].called = true; //sets called in the Ball class to true if it wasn't called
               } while (!exit&&count<5*15); //if exit is false, and count is less than 75returns to top of loop
               for(int z=0;z<balls.length;z++){ //looks at balls
                    g.setColor(Color.black); //displays in black
                    g.drawString(balls[z][0].s, 0, z*100+50); //draws balls as a string
                    for(int a=0;a<balls[z].length;a++){ //looks at all balls
                         if (balls[z][a].called){ //if a ball is called
                              g.setColor(Color.red); //change color to red
                              count++; //increments count
                         } else {
                              g.setColor(Color.white); //if it isn't called stay white
                         g.drawString(Integer.toString(balls[z][a].i), (a+1)*75, z*100+50); //draws balls as string
               boolean next=false; //initiates boolean value next and sets it to false
               frame.repaint(); //repaints the balls when one is called
               while(!next) {
                    try {
                         Thread.sleep(100); //pauses the thread for 0.1 seconds so it can register the key pressed
                    } catch (InterruptedException e) {
                         e.printStackTrace(); //if it is interrupted it throws an exception and it is caught and the stack trace is printed
                    if(key.keyPressed==KeyEvent.VK_ENTER){ //if Enter is pressed
                         next=true; //next is set to true
                         key.keyPressed=0; //keypressed value is reset to 0
                    }else if (key.keyPressed == KeyEvent.VK_H) {
                         new Rules();
                         key.keyPressed = 0;
                    } else if (key.keyPressed == KeyEvent.VK_R) { //if R is pressed
                         key.keyPressed=0; //keypressed is reset to 0
                         next=true; //next is set to true
                         count=5*15; //changes count to 5*15
                         for(int z=0;z<balls.length;z++){ //recreates rows
                              g.setColor(Color.white); //sets color to white
                              g.drawString(balls[z][0].s, 0, z*100+50); //redraws rows
                              for(int a=0;a<balls[z].length;a++){ //recreates columns
                                   balls[z][a] = new Ball(z, a+1); //fills array
                                   g.drawString(Integer.toString(balls[z][a].i), (a+1)*75, z*100+50); //redraws columns
               if (count==5*15) { //if count = 5*15
                    for(int z=0;z<balls.length;z++){ //recreates rows
                         g.setColor(Color.white); //sets color to white
                         g.drawString(balls[z][0].s, 0, z*100+50); //redraws rows
                         for(int a=0;a<balls[z].length;a++){ //recreates columns
                              balls[z][a] = new Ball(z, a+1); //fills array
                              g.drawString(Integer.toString(balls[z][a].i), (a+1)*75, z*100+50); //redraws columns
          } while (true); //infinite loop only terminates program when the close button is clicked
package Graphics;
import java.awt.Graphics;
import javax.swing.JFrame;
public class DrawFrame extends JFrame{
     public Panel panel; //creates a variable called panel of type Panel
     public DrawFrame(int width, int height, String s) { //constructor for size and title
          super(s); //gets s from class that calls it
          this.setBounds(0, 0, width, height); //sets size of component
          initial(); //calls method initial
     public DrawFrame(int x, int y, int width, int height, String s) { //second constructor for size, title, and where on the screen it appears
          super(s); //gets title from the class that calls it
          this.setBounds(x, y, width, height);     //sets size of component     
          initial(); //calls method initial
     void initial() {
          this.setResizable(false); //disables resizing of window
          this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //terminates program if close button is pressed
          this.setPreferredSize(getSize()); //gets the size and set the preferred size
          panel = this.getPanel(); //gets the an instance of the Panel class and store the reference in panel
          this.getContentPane().add(panel); //adds panel to the frame
          this.setVisible(true); //makes the frame visible
          panel.init(); //calls the init method form the Panel class
     public Graphics getGraphicsEnvironment(){ //return type of Panel for method getGraphicsEnvironment
          return panel.getGraphicsEnvironment(); //returns the GraphicsEnvironment from class Panel
     Panel getPanel(){ //method getPanel with return type of Panel
          return new Panel(); //returns a new instance of the Panel class
package Graphics;
import java.awt.Graphics;
import javax.swing.JFrame;
public class DrawFrame2 extends JFrame{
     public Panel panel; //creates a variable called panel of type Panel
     public DrawFrame2(int width, int height, String s) { //constructor for size and title
          super(s); //gets s from class that calls it
          this.setBounds(0, 0, width, height); //sets size of component
          initial(); //calls method initial
     public DrawFrame2(int x, int y, int width, int height, String s) { //second constructor for size, title, and where on the screen it appears
          super(s); //gets title from the class that calls it
          this.setBounds(x, y, width, height);     //sets size of component     
          initial(); //calls method initial
     void initial() {
          this.setResizable(false); //disables resizing of window
          this.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE); //terminates program if close button is pressed
          this.setPreferredSize(getSize()); //gets the size and set the preferred size
          panel = this.getPanel(); //gets the an instance of the Panel class and store the reference in panel
          this.getContentPane().add(panel); //adds panel to the frame
          this.setVisible(true); //makes the frame visible
          panel.init(); //calls the init method form the Panel class
     public Graphics getGraphicsEnvironment(){ //return type of Panel for method getGraphicsEnvironment
          return panel.getGraphicsEnvironment(); //returns the GraphicsEnvironment from class Panel
     Panel getPanel(){ //method getPanel with return type of Panel
          return new Panel(); //returns a new instance of the Panel class
package Graphics;
import javax.swing.JPanel;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
public class Panel extends JPanel{
     Graphics g; //initiates variable g as type Graphics
     Image image; //initiates variable image as type Image
     public void init() {
          image = this.createImage(this.getWidth(), this.getHeight()); //creates the image with the specified height and stores it as image
          g = image.getGraphics(); //uses the getGraphics method from the Image class and stores it as g
          g.setColor(Color.white); //sets the color of g to white
          g.fillRect(0, 0, this.getWidth(), this.getHeight()); //fills the rectangle
     Graphics getGraphicsEnvironment() { //method getGraphicsEnvironment with return type Graphics
          return g; //returns g
     public void paint(Graphics graph) { //overrides the paint method and passes the argument graph of type Graphics
          if (graph == null) //if there is nothing in graph
               return; //return
          if (image == null) { //if there is nothing in image
               return; //return
          graph.drawImage(image, 0, 0, this); //draws the image
package Graphics;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class Keys extends KeyAdapter{
public int keyPressed; //creates a variable keyPressed that stores an integer
public void keyPressed(KeyEvent e) { //creates a KeyEvent from a KeyListner
          keyPressed = e.getKeyCode(); //gets the key from the keyboard
public class Ball {
     String s; //initiates s that can store data type String
     int i; //initiates i that can store data as type integer
     boolean called = false; //initiates called as a boolean value and sets it to false
     public Ball(int x, int y) {
          i = (x * 15) + y; //stores number as i to be passed to be printed
          switch (x) { //based on x value chooses letter
          case 0: //if x is 0
               s = "B"; //sets s to B
               break; //breaks out of switch case
          case 1: //if x is 1
               s = "I"; //sets s to I
               break; //breaks out of switch case
          case 2: //if x is 2
               s = "N"; //sets s to N
               break; //breaks out of switch case
          case 3: //if x is 3
               s = "G"; //sets s to G
               break; //breaks out of switch case
          case 4: //if x is 4
               s = "O"; //sets s to O
     public String toString() { //overrides toString method, converts answer to String
          return s + " " + i; //returns to class bingo s and i
import java.awt.Dimension;
import java.awt.Toolkit;
import javax.swing.JLabel;
import javax.swing.SwingConstants;
import Graphics.DrawFrame2;
public class Rules {
     public Rules() {
     int width = 350;
     int height = 150;
     Toolkit toolkit = Toolkit.getDefaultToolkit();
     Dimension dim = toolkit.getScreenSize();
     DrawFrame2 frame = new DrawFrame2((dim.width-width)/2, (dim.height-height)/2, width, height, "How to Play");
     JLabel label = new JLabel("<html>Press ENTER to call a new number.<br> Press R to reset game.<br> The game resets if all 75 numbers have been called.<br> Press H to see this scrern again.", SwingConstants.CENTER);
     frame.panel.add(label);
     label.setOpaque(true);
     label.setVisible(true);
     frame.setVisible(true);
I created this program to call bingo numbers. When you start the program a small frame appears that tells you how to use the program. When you click the button that frame is disposed and a new one appears that call the numbers. Both of these frames have code in them that will find the dimensions of your screen and put the frames in the center. When you press enter a new number is called by changing the number from white (same color as background) to red. Once all 75 numbers have been called it resets the game. If you press R at anytime during the game the game resets. I had wanted to create a new frame that would display how to play in the middle of the game. It had to be different than the one at the beginning where it doesn't have the button and it isn't in the driver class (class Caller). If you press H at anytime after it starts calling numbers the new frame will be displayed. I have a class (DrawFrame) that extends JFrame but that had the default close operation set to EXIT_ON_CLOSE and I didn't want the program to terminate when the user clicked the x in the how to play frame. I created DrawFrame2 to solve this problem where the only line of code that is different is that the default close operation is DISPOSE_ON_CLOSE. The name of the class I used for the new how to play frame is Rules. The code in this class should work but for some reason the JLabel isn't displaying. Can someone please help me out?

I just copied the code from class Caller into Rules and reworked it a bit and it worked.

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