Java canvas doesn't update at all - Stack Overflowmost recent 30 from stackoverflow.com2026-04-14T22:46:06Zhttps://stackoverflow.com/feeds/question/64063073https://creativecommons.org/licenses/by-sa/4.0/rdfhttps://stackoverflow.com/q/640630730Java canvas doesn't update at allSorahttps://stackoverflow.com/users/103665772020-09-25T11:16:52Z2020-09-25T11:45:19Z
<p>I'm trying to make a Brick Breaker game where the ball which is initially on the paddle(referred to as BAR in the code below) is launched with a speed(approx 100) in some random direction, if it hits any brick on the screen the brick disappears and the ball changes direction accordingly.</p>
<pre><code>import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JFrame;
import java.awt.event.KeyEvent;
import java.awt.event.*;
public class Brick_Breaker extends Canvas implements KeyListener{
int BRICK_WIDTH=60,BRICK_HEIGHT=30,X=0,Y=0;
int BAR_X = 390,BAR_Y=560,BAR_WIDTH=120,BAR_HEIGHT=20,BAR_DX=10;
int BALL_X=440,BALL_Y=540,BALL_SIZE=20,BALL_DX=0,BALL_DY=0;
int LEFT_WALL=100,RIGHT_WALL=800,TOP_WALL=10;
boolean GAME_STATE=false;
int BAR_STATE=0;
static int[][] y = new int[10][5];
static int[][] x = new int[10][5];
static int[][] status = new int[10][5];
static Canvas canvas;
static JFrame frame;
@Override
public void keyReleased(KeyEvent ke){}
@Override
public void keyTyped(KeyEvent ke){}
public void STaRT(){
frame = new JFrame("My Drawing");
frame.addKeyListener(this);
canvas = new Brick_Breaker();
canvas.setSize(900, 600);
frame.add(canvas);
frame.pack();
frame.setVisible(true);
}
@Override
public void update(Graphics g){
BALL_X += BALL_DX;
BALL_Y += BALL_DY;
for(int i=0;i<10;i++){
for(int j=0;j<5;j++){
if(BALL_X>x[i][j]&&BALL_X<(x[i][j]+BRICK_WIDTH)&&BALL_Y<=y[i][j]+BAR_HEIGHT+BALL_SIZE && BALL_Y>y[i][j]&&BALL_DY<0){
BALL_DY=-BALL_DY;
status[i][j]-=1;
}else if(BALL_X>x[i][j]&&BALL_X<(x[i][j]+BRICK_WIDTH)&&BALL_Y>=y[i][j]-BALL_SIZE && BALL_Y<y[i][j]+BAR_HEIGHT&&BALL_DY>0){
BALL_DY=-BALL_DY;
status[i][j]-=1;
}else if(BALL_X+BALL_SIZE>=x[i][j]&&BALL_X<(x[i][j]+BRICK_WIDTH)&&BALL_Y>=y[i][j] && BALL_Y<y[i][j]+BAR_HEIGHT&&BALL_DY<0){
BALL_DX=-BALL_DX;
status[i][j]-=1;
}else if(BALL_X>x[i][j]&&BALL_X-BALL_SIZE<=(x[i][j]+BRICK_WIDTH)&&BALL_Y>=y[i][j] && BALL_Y<y[i][j]+BAR_HEIGHT&&BALL_DY<0){
BALL_DX=-BALL_DX;
status[i][j]-=1;
}else if(BALL_X-BALL_SIZE<LEFT_WALL||BALL_X+BALL_SIZE>RIGHT_WALL){
BALL_DX=-BALL_DX;
}else if(BALL_Y-BALL_SIZE<TOP_WALL){
BALL_DY=-BALL_DY;
}
}
}
BAR_X = BAR_X +BAR_STATE*BAR_DX;
repaint();
}
public static void main(String[] args) {
Brick_Breaker bb = new Brick_Breaker();
bb.STaRT();
for(int i=0;i<10;i++){
for(int j=0;j<5;j++){
x[i][j] = 300+60*j;
y[i][j] = 50+30*i;
status[i][j] = 1;
}
}
}
@Override
public void keyPressed(KeyEvent ke){
if(!GAME_STATE){
BALL_DX = (int)(100*Math.random());
BALL_DY = (int)(Math.sqrt(100*100-BALL_DX*BALL_DX));
GAME_STATE = true;
}else if(ke.getKeyCode() == KeyEvent.VK_LEFT){
BAR_STATE=-1;
}else if(ke.getKeyCode()==KeyEvent.VK_RIGHT){
BAR_STATE=1;
}
}
@Override
public void paint(Graphics g) {
super.paint(g);
g.setColor(Color.white);
g.drawLine(LEFT_WALL,600, LEFT_WALL, TOP_WALL);
g.drawLine(RIGHT_WALL, 600, RIGHT_WALL, TOP_WALL);
g.drawLine(LEFT_WALL,TOP_WALL,RIGHT_WALL,TOP_WALL);
g.fillRect(BAR_X,BAR_Y,BAR_WIDTH,BAR_HEIGHT);
g.setColor(Color.red);
g.fillOval(BALL_X, BALL_Y, BALL_SIZE, BALL_SIZE);
for(int i=0;i<10;i++){
for(int j=0;j<5;j++){
if(status[i][j]>0){
X = x[i][j];Y=y[i][j];
g.setColor(Color.white);
g.fillRect(X, Y, BRICK_WIDTH, BRICK_HEIGHT);
g.setColor(Color.red);
g.fillRect(X+3, Y+3, BRICK_WIDTH-6, BRICK_HEIGHT-6);
}
}
}
setBackground(Color.black);
}
}
</code></pre>
<p>Here the update function doesn't seem to update at all.
I'm not really sure on how the method works as well.
Any help would be appreciated</p>
https://stackoverflow.com/questions/64063073/-/64063505#640635052Answer by MadProgrammer for Java canvas doesn't update at allMadProgrammerhttps://stackoverflow.com/users/9924842020-09-25T11:45:19Z2020-09-25T11:45:19Z<p><code>Canvas</code> is a pretty low level component and one which I'd only consider using if I needed to use a <code>BufferStrategy</code>.</p>
<p><code>update</code> is called as part of the paint phase and because you've overridden it without calling it's <code>super</code> implementation, you broke the paint workflow.</p>
<p>AWT and Swing generally employ a passive rendering system, this means that updates only occur when the system decides it needs to happen, so overriding <code>update</code> the way you have doesn't really make sense and isn't going to help you.</p>
<p>A better place to start is with a <code>JPanel</code>, the main reason is because it's double buffered and saves you hassles of trying to figure out how to eliminate flickering.</p>
<p>A good place to start is <a href="https://docs.oracle.com/javase/tutorial/uiswing/painting/index.html" rel="nofollow noreferrer">Performing Custom Painting</a> and <a href="https://www.oracle.com/java/technologies/painting.html" rel="nofollow noreferrer">Painting in AWT and Swing</a> to gain a better understanding of how painting works (and how you should work with it).</p>
<p><code>KeyListener</code> is also a poor choice for input monitoring, seriously, just do some searching on SO for all the reasons why.</p>
<p>A better, and generally less problematic approach is to use <a href="https://docs.oracle.com/javase/tutorial/uiswing/misc/keybinding.html" rel="nofollow noreferrer">key bindings</a> as well.</p>
<pre><code>import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
int BRICK_WIDTH = 60, BRICK_HEIGHT = 30, X = 0, Y = 0;
int BAR_X = 390, BAR_Y = 560, BAR_WIDTH = 120, BAR_HEIGHT = 20, BAR_DX = 1;
int BALL_X = 440, BALL_Y = 540, BALL_SIZE = 20, BALL_DX = 0, BALL_DY = 0;
int LEFT_WALL = 100, RIGHT_WALL = 800, TOP_WALL = 10;
boolean GAME_STATE = false;
int BAR_STATE = 0;
int[][] y = new int[10][5];
int[][] x = new int[10][5];
int[][] status = new int[10][5];
private Timer timer;
public TestPane() {
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 5; j++) {
x[i][j] = 300 + 60 * j;
y[i][j] = 50 + 30 * i;
status[i][j] = 1;
}
}
BALL_DX = 0; //(int) (100 * Math.random());
BALL_DY = -1;//(int) (Math.sqrt(100 * 100 - BALL_DX * BALL_DX));
setBackground(Color.BLACK);
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), "left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), "right");
ActionMap am = getActionMap();
am.put("left", new KeyAction(this, -1));
am.put("right", new KeyAction(this, 1));
}
@Override
public void addNotify() {
super.addNotify(); //To change body of generated methods, choose Tools | Templates.
if (timer == null) {
timer = new Timer(5, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
tick();
}
});
timer.start();
}
}
@Override
public void removeNotify() {
super.removeNotify();
if (timer != null) {
timer.stop();
timer = null;
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(900, 600);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.white);
g2d.drawLine(LEFT_WALL, 600, LEFT_WALL, TOP_WALL);
g2d.drawLine(RIGHT_WALL, 600, RIGHT_WALL, TOP_WALL);
g2d.drawLine(LEFT_WALL, TOP_WALL, RIGHT_WALL, TOP_WALL);
g2d.fillRect(BAR_X, BAR_Y, BAR_WIDTH, BAR_HEIGHT);
g2d.setColor(Color.red);
g2d.fillOval(BALL_X, BALL_Y, BALL_SIZE, BALL_SIZE);
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 5; j++) {
if (status[i][j] > 0) {
X = x[i][j];
Y = y[i][j];
g2d.setColor(Color.white);
g2d.fillRect(X, Y, BRICK_WIDTH, BRICK_HEIGHT);
g2d.setColor(Color.red);
g2d.fillRect(X + 3, Y + 3, BRICK_WIDTH - 6, BRICK_HEIGHT - 6);
}
}
}
g2d.dispose();
}
protected void tick() {
BALL_X += BALL_DX;
BALL_Y += BALL_DY;
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 5; j++) {
if (BALL_X > x[i][j] && BALL_X < (x[i][j] + BRICK_WIDTH) && BALL_Y <= y[i][j] + BAR_HEIGHT + BALL_SIZE && BALL_Y > y[i][j] && BALL_DY < 0) {
BALL_DY = -BALL_DY;
status[i][j] -= 1;
} else if (BALL_X > x[i][j] && BALL_X < (x[i][j] + BRICK_WIDTH) && BALL_Y >= y[i][j] - BALL_SIZE && BALL_Y < y[i][j] + BAR_HEIGHT && BALL_DY > 0) {
BALL_DY = -BALL_DY;
status[i][j] -= 1;
} else if (BALL_X + BALL_SIZE >= x[i][j] && BALL_X < (x[i][j] + BRICK_WIDTH) && BALL_Y >= y[i][j] && BALL_Y < y[i][j] + BAR_HEIGHT && BALL_DY < 0) {
BALL_DX = -BALL_DX;
status[i][j] -= 1;
} else if (BALL_X > x[i][j] && BALL_X - BALL_SIZE <= (x[i][j] + BRICK_WIDTH) && BALL_Y >= y[i][j] && BALL_Y < y[i][j] + BAR_HEIGHT && BALL_DY < 0) {
BALL_DX = -BALL_DX;
status[i][j] -= 1;
} else if (BALL_X - BALL_SIZE < LEFT_WALL || BALL_X + BALL_SIZE > RIGHT_WALL) {
BALL_DX = -BALL_DX;
} else if (BALL_Y - BALL_SIZE < TOP_WALL) {
BALL_DY = -BALL_DY;
}
}
}
BAR_X = BAR_X + BAR_STATE * BAR_DX;
repaint();
}
class KeyAction extends AbstractAction {
private TestPane source;
private int delta;
public KeyAction(TestPane source, int delta) {
this.source = source;
this.delta = delta;
}
@Override
public void actionPerformed(ActionEvent e) {
source.BAR_STATE = delta;
}
}
}
}
</code></pre>
<p>I've messed with delta values, because the ball and bar disappeared real quick</p>