I am learning Java currently and have been given the assignmnet of finidhing off a program to create the game Conways's life (we started with some code provided to us and must add features etc to this).
I am currently stuck on a menu option for the game. I want it to start off at the menu screen, wherein buttons appear at the top for "Start", "Random", "Load", Save". I have written code so that the program displays these buttons, through a fillRect option in my paint method.
My question is, how do I use the mousePressed method to recognise the cells selected so that I can get an action to occur when they are selected. I been looking at this for a while but can't seem to get this working.
Any suggestion would be a massive help. I have shared my code below. It's a work in progress but I would really like to get this working before continuing on with the other functionality.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.awt.image.*;
public class ConwaysLife extends JFrame implements Runnable, MouseListener {
// member data
private BufferStrategy strategy;
private Graphics offscreenBuffer;
private boolean gameState[][] = new boolean[40][40];
private boolean isGameInProgress = false;
// constructor
public ConwaysLife () {
//Display the window, centred on the screen
Dimension screensize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
int x = screensize.width/2 - 400;
int y = screensize.height/2 - 400;
setBounds(x, y, 800, 800);
setVisible(true);
this.setTitle("Conway's game of life");
// initialise double-buffering
createBufferStrategy(2);
strategy = getBufferStrategy();
offscreenBuffer = strategy.getDrawGraphics();
// register the Jframe itself to receive mouse events
addMouseListener(this);
// initialise the game state
for (x=0;x<40;x++) {
for (y=0;y<40;y++) {
gameState[x][y]=false;
}
}
// create and start our animation thread
Thread t = new Thread(this);
t.start();
}
// thread's entry point
public void run() {
while ( 1==1 ) {
// 1: sleep for 1/5 sec
try {
Thread.sleep(200);
} catch (InterruptedException e) { }
// 2: animate game objects [nothing yet!]
/*if (isGameInProgress == false) {
this.repaint();
}*/
// 3: force an application repaint
this.repaint();
}
}
// mouse events which must be implemented for MouseListener
public void mousePressed(MouseEvent e) {
while (!isGameInProgress) {
int x = e.getX()/20;
int y = e.getY()/20;
if(x >= 10 && x <= 80 && y >= 40 && y <= 65) {
isGameInProgress = !isGameInProgress;
this.repaint();
}
}
// determine which cell of the gameState array was clicked on
int x = e.getX()/20;
int y = e.getY()/20;
// toggle the state of the cell
gameState[x][y] = !gameState[x][y];
// request an extra repaint, to get immediate visual feedback
this.repaint();
}
public void mouseReleased(MouseEvent e) { }
public void mouseEntered(MouseEvent e) { }
public void mouseExited(MouseEvent e) { }
public void mouseClicked(MouseEvent e) { }
//
// application's paint method
public void paint(Graphics g) {
Font font = new Font("Veranda", Font.BOLD, 20);
g = offscreenBuffer; // draw to off screen buffer
// clear the canvas with a big black rectangle
g.setColor(Color.BLACK);
g.fillRect(0, 0, 800, 800);
/*look to add a while game in progress loop here!!!*/
// draw menu options
if(!isGameInProgress) {
g.setColor(Color.green);
g.fillRect(10, 40, 70, 25);
g.fillRect(100, 40, 100, 25);
g.fillRect(300, 40, 170, 25);
g.setColor(Color.BLACK);
g.setFont(font);
g.drawString("Start", 15, 60);
g.drawString("Random", 105, 60);
g.drawString("Load", 305, 60);
g.drawString("Save", 395, 60);
}
// redraw all game objects
g.setColor(Color.WHITE);
for (int x=0;x<40;x++) {
for (int y=0;y<40;y++) {
if (gameState[x][y]) {
g.fillRect(x*20, y*20, 20, 20);
}
}
}
// flip the buffers
strategy.show();
}
// application entry point
public static void main(String[] args) {
ConwaysLife w = new ConwaysLife();
}
}
You're not going to like the answer, but it's the "correct" way to approach the problem.
What you need to understand is, Swing/AWT is using a "passive" rendering workflow and
BufferStrategy
is using a "active" rendering workflow, these are incompatible with each other.As a general rule, you should not be overriding
paint
of top level containers likeJFrame
, this is going to end in no end of issues. Instead, you should be starting with something likeJPanel
and overriding it'spaintComponent
method instead.Having said that, there's a "simpler" solution available to you.
CardLayout
. This will allow you to seperate the workflows of the menu from the game and resolve the issue between Swing/AWT andBufferStrategy
For example...
I would strongly recommend that you take the time to read through:
BufferStrategy
which demonstrate how the API should be used.A "fully"
BufferStrategy
based approach...Now, if you can't use Swing, "for reasons", you can still achieve a simular concept using "delegation".
Basically this means "delegating" responsibility for performing some workflow to another. In this case, we want to delegate the rendering and the handling of the mouse events.
This allows you to have a dedicated workflow for the menu and a dedicated workflow for the game, without having to try and mix a lot of state.
Why do I keep on insisting on separating these two workflows? Simply, because it makes it MUCH easier to manage and reason about, but also because it supports the Single Responsibility Principle.
The follow example makes use of
Renderable
interface
to define the core functionality that end "render" delegate will need to implement, in this case, it's pretty simple, we want to tell the renderer to "render" it's content on each paint pass and we want to (optionally) delegate mouse clicked events (this could be done via a secondinterface
or even just theMouseListener
interface
directly, but I've made it a requirement of theRenderable
interface
for demonstration purposes.The "basic" solution to your actual question is found through the use of
Rectangle#contains(Point)
.This basically inspects each "button"
Rectangle
to determine if the suppliedMouseEvent
occurs within it's bounds, if it does, we take action.It is, however, a little more complicated then that, as we need to have the
Rectangle
s built ahead of time, not difficult, but it's state which is actually reliant on the parent, as we need to know the area in which the renderer is been displayed, run the example, you'll see what I mean