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Thread: Help! Image leaving marks

  1. #1

    Lightbulb Help! Image leaving marks

    This doesnt look normal to me:


    The Image leaves marks on the screen. Here is all my code:

    CatchTheJaffa.java

    package net.nivangerow.yogscast.catchthejaffa;
    import javax.swing.*;
    import java.awt.*;
    public class CatchTheJaffa extends JFrame{
    	public static void main(String[] args)
    	{
    		JFrame frame = new JFrame("Catch the Jaffa");
    		frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    		frame.setSize(640, 480);
    		frame.setVisible(true);
    		frame.setResizable(false);
    		frame.setBackground(Color.BLACK);
    		frame.add(new Game());
    	}
    }

    Game.java

    package net.nivangerow.yogscast.catchthejaffa;
    import javax.swing.*;
    import java.awt.*;
    import java.awt.event.*;
    public class Game extends JPanel implements ActionListener{
    	Timer time;
    	Honeydew hd;
    	public Game()
    	{
    		setVisible(true);
    		setSize(640, 480);
    		setFocusable(true);
    		hd=new Honeydew();
    		time = new Timer(5, this);
    		time.start();
    		addKeyListener(new AL());
    	}
    	public void actionPerformed(ActionEvent ae) {
    		hd.move();
    		repaint();
    	}
    	public void paint(Graphics g)
    	{
    		Graphics2D g2d = (Graphics2D)g;
    		System.out.println(g2d.drawImage(hd.img, hd.x, hd.y, null)+" "+hd.x);
    		g2d.drawImage(hd.img, hd.x, hd.y, null);
    	}
    	public class AL extends KeyAdapter
    	{
    		public void keyPressed(KeyEvent e)
    		{
    			int key = e.getKeyCode();
    			if(key==KeyEvent.VK_A)
    				hd.px=-1;
    			if(key==KeyEvent.VK_D)
    				hd.px=+1;
    		}
    		public void keyReleased(KeyEvent e)
    		{
    			int key = e.getKeyCode();
    			if(key==KeyEvent.VK_A)
    				hd.px=0;
    			if(key==KeyEvent.VK_D)
    				hd.px=0;
    		}
    	}
    }

    Honeydew.java

    package net.nivangerow.yogscast.catchthejaffa;
    import javax.swing.*;
    import java.awt.*;
     
    public class Honeydew {
    	Image img;
    	ImageIcon i = new ImageIcon(getClass().getResource("honeydew.png"));
    	int x, y, px;
    	public Honeydew()
    	{
    		img = i.getImage();
    		y=340;
    	}
    	public void move()
    	{
    		x = x + px;
    	}
    }

    And the image itself:


    Thanks in advance.
    Last edited by nivangerow; September 10th, 2011 at 12:59 PM.


  2. #2
    Crazy Cat Lady KevinWorkman's Avatar
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    Default Re: Help! Image leaving marks

    Override paintComponent(), not paint(). The paint() method handles fancy things like double buffering, so you don't want to mess with it.

    Then call super.paintComponent(g) before doing anything else. That draws the background color, which clears anything you previously drew.
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  3. #3

    Default Re: Help! Image leaving marks

    wait i forgot to put super.paint(g); i usually do that though. let me try.

  4. #4
    Crazy Cat Lady KevinWorkman's Avatar
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    Default Re: Help! Image leaving marks

    Quote Originally Posted by nivangerow View Post
    wait i forgot to put super.paint(g); i usually do that though. let me try.
    That'll probably do it. But my comment about using paintComponent still stands.
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  5. #5

    Default Re: Help! Image leaving marks

    yap, but i use the special stuff later in my program. Thanks .

  6. #6
    Crazy Cat Lady KevinWorkman's Avatar
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    Default Re: Help! Image leaving marks

    Quote Originally Posted by nivangerow View Post
    yap, but i use the special stuff later in my program. Thanks .
    Hmm, I think you're probably misunderstanding me, but okay.
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