I am trying to make a simple screen-saver, and I think I have everything else implemented properly. I just don't know how to make the shapes move. Looking at the code a bit more, I think it has something to do with the way I might have implemented the shapes themselves (the if (line), etc.)? I have looked at other answers regarding this question, but I couldn't quite find the answer I was looking for with the way my code is implemented. Any advice is super helpful, thank you!
Also, just for a side note, is the -40 necessary for the "if" conditions? I thought I heard somewhere that it is useful to leave a little space in-between the frame, but I can't remember why.
import javax.swing.*;
import javax.swing.Timer;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.util.*;
public class MyScreenSaver extends JComponent
{
ArrayList <Shapes> randomShapes = new ArrayList <>();
Shapes randomShape;
public MyScreenSaver ()
{
class TimerListener implements ActionListener
{
@Override
public void actionPerformed(ActionEvent event)
{
// Create random generation of colors and shapes...
Shape shape = null;
int frameWidth = 800;
int frameHeight = 500;
for (int i = 1; i <= 10; i ++)
{
Random rng = new Random();
boolean line = rng.nextBoolean();
boolean rectangle = rng.nextBoolean();
int red = ((int) (Math.random() * 255));
int green = ((int) (Math.random() * 255));
int blue = ((int) (Math.random() * 255));
Color color = new Color (red, green, blue);
int width = (10 + (int) (40 * Math.random()));
int height = (10 + (int) (40 * Math.random()));
int x = (int) (Math.random() * (getWidth() - width));
int y = (int) (Math.random() * (getHeight() - height));
int velX = 2;
int velY = 2;
int newX = velX + x;
int newY = velY + y;
if (line)
{
shape = new Line2D.Double(x, y, x + width, y + height);
}
else if (rectangle)
{
shape = new Rectangle2D.Double(x, y, width, height);
}
else
{
shape = new Ellipse2D.Double(x, y, width, height);
}
// Here, we want the shapes to stop appearing after reaching a certain size...
if (randomShapes.size() >= 20)
{
break;
}
Shapes randomShape = new Shapes (color, shape);
// Add the shapes to the randomShapes ArrayList...
randomShapes.add (randomShape);
// Here, we are moving the shapes...
for (Shapes shapeMove : randomShapes)
{
if (x < 0 || x > frameWidth - 40)
{
velX = velX * -1;
}
else
{
x = newX;
}
if (y < 0 || y > frameHeight - 40)
{
velY = velY * -1;
}
else
{
y = newY;
}
}
repaint();
}
}
}
ActionListener listener = new TimerListener();
final int DELAY = 100;
Timer t = new Timer(DELAY, listener);
t.start();
}
@Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
for (Shapes shape : randomShapes)
{
System.out.println (randomShapes.size());
shape.paint(g2d);
}
g2d.dispose();
}
public static void main (String [] args)
{
// Set up the main frame...
final int FRAME_WIDTH = 800;
final int FRAME_HEIGHT = 500;
JFrame screenSaverFrame = new JFrame ();
screenSaverFrame.setTitle("Homework 6");
screenSaverFrame.setSize (FRAME_WIDTH, FRAME_HEIGHT);
screenSaverFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final MyScreenSaver component = new MyScreenSaver ();
screenSaverFrame.add (component);
screenSaverFrame.setVisible (true);
}
}
Here is the loop specifically...
for (Shapes shapeMove : randomShapes)
{
if (x < 0 || x > frameWidth - 40)
{
velX = velX * -1;
}
else
{
x = newX;
}
if (y < 0 || y > frameHeight - 40)
{
velY = velY * -1;
}
else
{
y = newY;
}
}
I was thinking about placing the contents of the loop inside a void method, but I really don't think that is necessary.
Also, here is my Shape class as well.
import java.awt.*;
public class Shapes
{
private final Color color;
private final Shape shape;
public Shapes (Color color, Shape shape)
{
this.color = color;
this.shape = shape;
}
public Color getColor ()
{
return color;
}
public Shape getShape ()
{
return shape;
}
public void paint(Graphics2D g2d)
{
g2d.setColor(color);
g2d.draw(shape);
g2d.fill(shape);
}
}