Making a moving shape
hi, i am looking to see how to paint a circle on a panel and then make it move up and down with buttons.
can anyone help me? could someone post a simple program of what i am looking for please?
thank you
hi,Hello
i am looking to see how to paint a circleGraphics.drawOval (int x, int y, int width, int height)
on a panelOverride paintComponent (Graphics g) and don't forget to call super.paintComponent (g).
and then make it move up and down with buttons.addActionListener (...) to the buttons and change the x and y coordinates used by Graphics.drawOval (...). x and y sould be instance fields.
can anyone help me? could someone post a simple program of what i am looking for please?Posting a program is not help. Do you have a link to the Swing tutorials?
{color:0000ff}http://java.sun.com/docs/books/tutorial/uiswing/TOC.html{color}
You'll find all you need (and more) there. Put something together, and come back if you have a specific question to ask.
{color:0000ff}http://catb.org/~esr/faqs/smart-questions.html
mindprod.com/jgloss/sscce.html{color}
To post code, use the code tags -- [code]Your Code[/code]will display asYour CodeOr use the code button above the editing area and paste your code between the tags it generates.
luck, db
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I plan on recording against a plain white or black background, so I can mask it out easier later on.
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| [ ] |Now, I want that [ ] to move back and forth a varying speeds as I want to make a game where you have to try to press a button as it is in a specific area, kind of like this:
| [ ] | here | |So when the box passes through that area and the player presses a button, they will get a point. Now, my question is, how do I go about to making that? As of now, my idea is very inefficient but I'll explain it anyways.
I'll make several images of this bar and box with the box in a different position each time. Then I'll make a loop with a timer and it'll go through to make the box go one way, switch to another loop and make it go the other way. When the player presses a button, it'll record what number the loop is at (like a for loop for example, and the counter) to determine if it's in the area or not. As the player consecutively hits the area, the timer's increments will be changed.
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import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.Timer;
import javax.swing.border.*;
public class MovingBar extends JFrame implements ActionListener{
public MovingBar(){
setTitle("Moving Bar");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel mainPanel = new JPanel();
bar = new Bar();
mainPanel.add(bar);
getContentPane().add(mainPanel,BorderLayout.CENTER);
btn.addActionListener(this);
toolbar.add(btn);
results.add(label);
getContentPane().add(results,BorderLayout.NORTH);
getContentPane().add(toolbar,BorderLayout.SOUTH);
setSize(500, 130);
setLocationRelativeTo(null);
setVisible(true);
bar.setPosition(0);
Timer timer = new Timer(1,this);
timer.start();
public static void main(String[] args) {
new MovingBar();
public void actionPerformed(ActionEvent evt){
if(evt.getSource() instanceof JButton){
if( newGame ){
label.setText("");
points=0;
newGame = false;
if( position>200 && position<300 ){
if(speed<=11){
points++;
speed++;
label.setText(points+" points ");
if(speed==11){
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speed = 1;
newGame = true;
}else{
if(speed<=11){
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return;
if(rightDirection) position += speed;
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if( position >480 ) rightDirection=false;
if( position <0 ) rightDirection=true;
bar.setPosition(position);
bar.repaint();
private boolean rightDirection = true;
private boolean newGame = true;
private JPanel toolbar = new JPanel();
private JPanel results = new JPanel();
private JButton btn = new JButton("Hit");
private JLabel label = new JLabel();
private Bar bar;
private int position, points;
private int speed = 1;
* Bar
class Bar extends JPanel {
public Bar() {
setPreferredSize(new Dimension(10, 30));
setBackground(Color.red);
setBorder(new LineBorder(Color.BLACK));
public void setPosition(int position){
setLayout(null);
setLocation( position, 0 );
} -
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Hi,
I am making a short video that explains how to use some software for my job. I want to make a red rectangle appear around a particular item to highlight it (such as the mouse pointer) and be able to follow the motion of the item. I saw in the Boris documentation there was reference made to vector shapes, but I could not figure out where to create them. How can I create simple shapes that can move around and dynamically change size? Thanks.
Message was edited by: mbmasuda
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here is my background
Thanks,
TsterTOk, here's a step in the right direction, but beware that
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Hello,
How would I click on one of the circles I've created and move them using the arrow keys. The circles move just fine with the drag of the mouse but now I want to use the arrow keys. Can somebody help me please? I would really appreciate the assistance.
Michael
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class DragBallPanel extends JPanel implements MouseListener, MouseMotionListener, KeyListener
private static final int BALL_DIAMETER = 50; // Diameter of ball
private static final int BALL_DIAMETER2 = 50;
//--- instance variables
/** Ball coords. Changed by mouse listeners. Used by paintComponent. */
private int _ballX = 50; // x coord - set from drag
private int _ballY = 50; // y coord - set from drag
private int x2 = 200; // starting x coord for 2nd ball
private int y2 = 200; //starting y coord for 2nd ball
private int x3 = 75;
private int y3 = 150;
/** Position in ball of mouse press to make dragging look better. */
private int _dragFromX = 0; // pressed this far inside ball's
private int _dragFromY = 0; // bounding box.
private int xInsideBall = 0; //coordinates of where the mouse is pressed inside second ball
private int yInsideBall = 0; //is pressed inside second ball
private int x3InsideBall = 0; //coordinates of where the mouse is pressed inside second ball
private int y3InsideBall = 0; //is pressed inside second ball
/** true means mouse was pressed in ball and still in panel.*/
private boolean _canDrag = false;
private boolean _canDrag2 = false;
private boolean _canDrag3 = false;
/** Constructor sets size, colors, and adds mouse listeners.*/
public DragBallPanel()
setPreferredSize(new Dimension(400, 400));
setBackground(Color.ORANGE);
setForeground(Color.BLUE);
//--- Add the mouse listeners.
this.addMouseListener(this);
this.addMouseMotionListener(this);
}//endconstructor
/** Ball is drawn at the last recorded mouse listener coordinates. */
public void paintComponent(Graphics g)
super.paintComponent(g); // Required for background.
g.fillOval(_ballX, ballY, BALLDIAMETER, BALL_DIAMETER);
g.setColor(Color.RED);
g.fillOval(x2, y2, BALL_DIAMETER2, BALL_DIAMETER2);
g.setColor(Color.BLACK);
g.fillOval(x3, y3, BALL_DIAMETER2, BALL_DIAMETER2);
}//end paintComponent
public void mousePressed(MouseEvent e)
int x = e.getX(); // Save the x coord of the click
int y = e.getY(); // Save the y coord of the click
if (x >= ballX && x <= (ballX + BALL_DIAMETER)
&& y >= ballY && y <= (ballY + BALL_DIAMETER))
_canDrag = true;
dragFromX = x - ballX; // how far from left
dragFromY = y - ballY; // how far from top
else
_canDrag = false;
//clicked on 2nd ball
if(x >= x2 && x <= (x2 + BALL_DIAMETER2)
&& y >= y2 && y <= (y2 + BALL_DIAMETER2) )
_canDrag2 = true;
xInsideBall = x - x2;
yInsideBall = y - y2;
else
_canDrag2 = false;
if(x >= x3 && x <= (x3 + BALL_DIAMETER2)
&& y >= y3 && y <= (y3 + BALL_DIAMETER2) )
_canDrag3 = true;
x3InsideBall = x - x3;
y3InsideBall = y - y3;
else
_canDrag3 = false;
}//end mousePressed
public void mouseDragged(MouseEvent e)
// True only if button was pressed inside ball.
//--- Ball pos from mouse and original click displacement
if (_canDrag)
ballX = e.getX() - dragFromX;
ballY = e.getY() - dragFromY;
//--- Don't move the ball off the screen sides
ballX = Math.max(ballX, 0);
ballX = Math.min(ballX, getWidth() - BALL_DIAMETER);
//--- Don't move the ball off top or bottom
ballY = Math.max(ballY, 0);
ballY = Math.min(ballY, getHeight() - BALL_DIAMETER);
this.repaint(); // Repaint because position changed.
if (_canDrag2)
x2 = e.getX() - xInsideBall;
y2 = e.getY() - yInsideBall;
x2 = Math.max(x2, 0);
x2 = Math.min(x2, getWidth() - BALL_DIAMETER2);
y2 = Math.max(y2, 0);
y2 = Math.min(y2, getHeight() - BALL_DIAMETER2);
this.repaint(); // Repaint because position changed.
if (_canDrag3)
x3 = e.getX() - x3InsideBall;
y3 = e.getY() - y3InsideBall;
x3 = Math.max(x3, 0);
x3 = Math.min(x3, getWidth() - BALL_DIAMETER2);
y3 = Math.max(y3, 0);
y3 = Math.min(y3, getHeight() - BALL_DIAMETER2);
this.repaint(); // Repaint because position changed.
}//end mouseDragged
public void keyPressed(KeyEvent ke)
//int x = e.getX(); // Save the x coord of the click
//int y = e.getY(); // Save the y coord of the click
int dx = 10;
switch (ke.getKeyCode())
case KeyEvent.VK_LEFT: // move x coordinate left
_ballX -= dx;
ballX = Math.max(ballX, 0);
break;
case KeyEvent.VK_RIGHT: // move x coordinate right
_ballX += dx;
ballX = Math.min(ballX, getWidth() - BALL_DIAMETER);
this.repaint();
public void mouseMoved (MouseEvent e) {} // ignore these events
public void mouseEntered (MouseEvent e) {} // ignore these events
public void mouseClicked (MouseEvent e) {} // ignore these events
public void mouseReleased(MouseEvent e) {} // ignore these events
public void mouseExited (MouseEvent e) {} // ignore these events
public void keyReleased (KeyEvent ke) {} // ignore this junk
public void keyTyped (KeyEvent ke) {} // ignore this junk
}//endclass DragBallPanelA couple of notes:
- That code did not add the keyListener to anything.
- At the moment (in the altered code below), only the blue circle moves, and only left/right. It is left as an exercise to the OP to 'take it from there'.
- It only took four more lines of code to turn that code into an SSCCE*, which will generally get more help.
- Please use code indentation, and the code formatting delimiters, when posting code. It makes code a lot easier to read and understand.
* The SSCCE is described at..
<http://www.physci.org/codes/sscce.html>
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class DragBallPanel extends JPanel
implements MouseListener, MouseMotionListener, KeyListener
private static final int BALL_DIAMETER = 50; // Diameter of ball
private static final int BALL_DIAMETER2 = 50;
//--- instance variables
/** Ball coords. Changed by mouse listeners. Used by paintComponent. */
private int _ballX = 50; // x coord - set from drag
private int _ballY = 50; // y coord - set from drag
private int x2 = 200; // starting x coord for 2nd ball
private int y2 = 200; //starting y coord for 2nd ball
private int x3 = 75;
private int y3 = 150;
/** Position in ball of mouse press to make dragging look better. */
private int _dragFromX = 0; // pressed this far inside ball's
private int _dragFromY = 0; // bounding box.
private int xInsideBall = 0; //coordinates of where the mouse is pressed inside second ball
private int yInsideBall = 0; //is pressed inside second ball
private int x3InsideBall = 0; //coordinates of where the mouse is pressed inside second ball
private int y3InsideBall = 0; //is pressed inside second ball
/** true means mouse was pressed in ball and still in panel.*/
private boolean _canDrag = false;
private boolean _canDrag2 = false;
private boolean _canDrag3 = false;
/** Constructor sets size, colors, and adds mouse listeners.*/
public DragBallPanel()
setPreferredSize(new Dimension(400, 400));
setBackground(Color.ORANGE);
setForeground(Color.BLUE);
//--- Add the mouse listeners.
this.addMouseListener(this);
this.addMouseMotionListener(this);
// add the keylistener!
this.addKeyListener(this);
// make sure the panel is focusable
setFocusable(true);
}//endconstructor
/** Ball is drawn at the last recorded mouse listener coordinates. */
public void paintComponent(Graphics g)
super.paintComponent(g); // Required for background.
g.fillOval(_ballX, _ballY, BALL_DIAMETER, BALL_DIAMETER);
g.setColor(Color.RED);
g.fillOval(x2, y2, BALL_DIAMETER2, BALL_DIAMETER2);
g.setColor(Color.BLACK);
g.fillOval(x3, y3, BALL_DIAMETER2, BALL_DIAMETER2);
}//end paintComponent
public void mousePressed(MouseEvent e)
int x = e.getX(); // Save the x coord of the click
int y = e.getY(); // Save the y coord of the click
if (x >= _ballX && x <= (_ballX + BALL_DIAMETER)
&& y >= _ballY && y <= (_ballY + BALL_DIAMETER))
_canDrag = true;
_dragFromX = x - _ballX; // how far from left
_dragFromY = y - _ballY; // how far from top
else
_canDrag = false;
//clicked on 2nd ball
if(x >= x2 && x <= (x2 + BALL_DIAMETER2)
&& y >= y2 && y <= (y2 + BALL_DIAMETER2) )
_canDrag2 = true;
xInsideBall = x - x2;
yInsideBall = y - y2;
else
_canDrag2 = false;
if(x >= x3 && x <= (x3 + BALL_DIAMETER2)
&& y >= y3 && y <= (y3 + BALL_DIAMETER2) )
_canDrag3 = true;
x3InsideBall = x - x3;
y3InsideBall = y - y3;
else
_canDrag3 = false;
}//end mousePressed
public void mouseDragged(MouseEvent e)
// True only if button was pressed inside ball.
//--- Ball pos from mouse and original click displacement
if (_canDrag)
_ballX = e.getX() - _dragFromX;
_ballY = e.getY() - _dragFromY;
//--- Don't move the ball off the screen sides
_ballX = Math.max(_ballX, 0);
_ballX = Math.min(_ballX, getWidth() - BALL_DIAMETER);
//--- Don't move the ball off top or bottom
_ballY = Math.max(_ballY, 0);
_ballY = Math.min(_ballY, getHeight() - BALL_DIAMETER);
this.repaint(); // Repaint because position changed.
if (_canDrag2)
x2 = e.getX() - xInsideBall;
y2 = e.getY() - yInsideBall;
x2 = Math.max(x2, 0);
x2 = Math.min(x2, getWidth() - BALL_DIAMETER2);
y2 = Math.max(y2, 0);
y2 = Math.min(y2, getHeight() - BALL_DIAMETER2);
this.repaint(); // Repaint because position changed.
if (_canDrag3)
x3 = e.getX() - x3InsideBall;
y3 = e.getY() - y3InsideBall;
x3 = Math.max(x3, 0);
x3 = Math.min(x3, getWidth() - BALL_DIAMETER2);
y3 = Math.max(y3, 0);
y3 = Math.min(y3, getHeight() - BALL_DIAMETER2);
this.repaint(); // Repaint because position changed.
}//end mouseDragged
public void keyPressed(KeyEvent ke)
System.out.println("key PRESSED");
//int x = e.getX(); // Save the x coord of the click
//int y = e.getY(); // Save the y coord of the click
int dx = 10;
switch (ke.getKeyCode())
case KeyEvent.VK_LEFT: // move x coordinate left
_ballX -= dx;
_ballX = Math.max(_ballX, 0);
break;
case KeyEvent.VK_RIGHT: // move x coordinate right
_ballX += dx;
_ballX = Math.min(_ballX, getWidth() - BALL_DIAMETER);
this.repaint();
public void mouseMoved (MouseEvent e) {} // ignore these events
public void mouseEntered (MouseEvent e) {} // ignore these events
public void mouseClicked (MouseEvent e) {} // ignore these events
public void mouseReleased(MouseEvent e) {} // ignore these events
public void mouseExited (MouseEvent e) {} // ignore these events
public void keyReleased (KeyEvent ke) {} // ignore this junk
public void keyTyped (KeyEvent ke) {} // ignore this junk
/** Add a main(), to make this an SSCCE. */
public static void main(String[] args) {
DragBallPanel dbp = new DragBallPanel();
JOptionPane.showMessageDialog(null, dbp);
}//endclass DragBallPanel -
Making a Circle Shape with Dots
How do I make a circle out of dots in Illustrator?
Step 1: Create a single dot.
Step 2: With your dot still selected, select the Rotate Tool (R).
Step 3: Left click once where you want the center of your circle to be in relation to your dot.
Step 4: While holding Option/Alt the whole time, click and drag your dot to the left or right, it will rotate around the point you just designated with the Rotate Tool. Release it when you're comfortable with the position of your second dot.
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Thanks.Welcome to the forums.
This is easily accomplished with the PPro Titler. Create a title with a single square in the middle. Put that title on the timeline and click on it, then look in the Effect Controls Panel and keyframe the rotation parameter.
You will also find links to many free tutorials in the PremiereProPedia that will quickly show you how things are done in Premiere Pro.
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Here is where I'd like to end up:
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Here is the view somewhat in the middle. I chose this particular frame because it seems to best display this "duplicating sphere" thing the best.
Rather than morphing one to the other, it just seems to replicating the first shape instance until it hits the end of the tween. Then it displays my smooshed spheres "out of the blue" so to speak.
I do not know if I am asking more than the software is capable of offering or if I have made some error in my own logic. Advice, as always, is greatly appreciated.The overall complexity of the vector determines the success. Are these spheres drawn using Flash? I'm able to easily draw a sphere on one frame, extend the timeline a bunch of frames, turn the timeline into a shape tween, add a keyframe at the end (which auto-adds the circle shape). I then delete the shape from the last frame and draw a completely different shape (15 sided polystar just to mention) and I messed with it a lot, moving points all over. I scrub the timeline and it morphes from the circle into the wacky polygon just fine.
If you haven't already can you try making your planet shapes in Flash and see if it works?
Lastly are you using 3d transforms on these layers? The double sphere almost looks like a cube has the sphere projected onto all sides in 3d.
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