This is pretty simple approach, basically all this does is uses a Swing Timer
to move an entity towards the last known click point
Have a look at
for more details
Swing is NOT thread safe, when performing these types of operations, it's important to take this into consideration. The Swing API provides several ways to work threads, in this case, I've used a simple Timer
as it generates updates at a regular interval and triggers updates from within the EDT, making it safe to update the UI from within

import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class MoveTowards {
public static void main(String[] args) {
new MoveTowards();
}
public MoveTowards() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new MoveTowardsPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
class MoveTowardsPane extends JPanel {
private final BufferedImage image;
private Point imagePosition = new Point(150, 150);
private Point mousePoint;
private double imageAngleRad = 0;
public MoveTowardsPane() {
BufferedImage i = null;
try {
i = ImageIO.read(getClass().getResource("/sprite.png"));
} catch (IOException e) {
e.printStackTrace();
}
image = i;
addMouseListener(new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
mousePoint = e.getPoint();
double dx = e.getX() - imagePosition.getX();
double dy = e.getY() - imagePosition.getY();
imageAngleRad = Math.atan2(dy, dx);
repaint();
}
});
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
if (mousePoint != null) {
int centerX = imagePosition.x + (image.getWidth() / 2);
int centerY = imagePosition.y + (image.getHeight() / 2);
if (mousePoint.x != centerX) {
imagePosition.x += mousePoint.x < centerX ? -1 : 1;
}
if (mousePoint.y != centerY) {
imagePosition.y += mousePoint.y < centerY ? -1 : 1;
}
repaint();
}
}
});
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
@Override
protected void paintComponent(Graphics gr) {
super.paintComponent(gr);
Graphics2D g = (Graphics2D) gr.create();
g.setRenderingHint(
RenderingHints.KEY_RENDERING,
RenderingHints.VALUE_RENDER_QUALITY);
int cx = image.getWidth() / 2;
int cy = image.getHeight() / 2;
AffineTransform oldAT = g.getTransform();
g.translate(cx + imagePosition.x, cy + imagePosition.y);
g.rotate(imageAngleRad);
g.translate(-cx, -cy);
g.drawImage(image, 0, 0, null);
g.setTransform(oldAT);
g.dispose();
}
}
}
Why doesn't this use a JLabel
? A lot of reasons, JLabel
isn't really well fitted for the task, as it needs to take into account a lot of other information. This example also "turns" the sprite towards the click point, something which isn't easily achieved with a JLabel
.
In principle, the theory is still the same for moving a component.
See
for more details about how this approach works