Replacing a imageIcon
I have a value called 'AmountWrongGuessed' that gives the amount of wrong guesses the users puts while guessing a word.
Each times the word is not found in the arraylist the AmountWrongGuessed goes ++. (tested this wih a println and it works properly)Now the problem is each time the AmountWrongGuessed goes 1 up it should display a ImageIcon.
But insteed it displays the last image icon all the time, and skips the other icons.I use no layout mananger (its set to null, if this makes any difference in the total picture setLayout = null)
Also while initialising this game the amountwrongguessed is default 0, yet it does not display the first imageicon either.开发者_JAVA技巧 (i used different labels before to add each icon on the same position but then i had the problem only the first image displayed and nothing changed).
public HrView(Hrgame hg) {
this.hg = hg;
CreateComponents();
SetLayoutComponents();
UpdateComponents();
AddListeners();
}
Creation of the images:
private void CreateComponents() {
hang0 = new ImageIcon("hang0.gif");
lblHang = new JLabel(hang0);
lblHang.setLocation(60, -10);
lblHang.setSize(200, 200);
hang1 = new ImageIcon("hang1.gif");
lblHang = new JLabel(hang1);
lblHang.setLocation(60, -10);
lblHang.setSize(200, 200);
hang2 = new ImageIcon("hang2.gif");
lblHang = new JLabel(hang2);
lblHang.setLocation(60, -10);
lblHang.setSize(200, 200);
}
private void AddListeners()
{
btnCheck.addActionListener(new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
hg.Input(tfToGuessInput.getText().toLowerCase());
Pictures();
lblHang.updateUI();
}
});
}
private void Pictures()
{
//works, does increment
System.out.println(hg.getAmountWrongGuessed());
if (hg.getAmountWrongGuessed() == 0) {
add(lblHang);
}
if (hg.getAmountWrongGuessed() == 1) {
add(lblHang);
}
if (hg.getAmountWrongGuessed() == 2) {
add(lblHang);
}
}
After CreateComponents()
your attribute lblHang
references the label you created last (the one containing image hang2
.) In order to use the 3 labels later on, you need to have 3 label attibutes which you can then use in Pictures()
.
Btw, in Java the naming convention is that method names start with a lowercase character.
import javax.swing.*;
import javax.swing.JLabel;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.ImageIcon;
import java.awt.BorderLayout;
import java.awt.*;
import java.awt.event.*;
public class testgui{
private static int flag = 1;
public static void main(String[] args){
final JLabel label = new JLabel("",new ImageIcon("0.jpg"),JLabel.CENTER);
final JLabel label1 = new JLabel("",new ImageIcon("1.jpg"),JLabel.CENTER);
final JLabel label2 = new JLabel("",new ImageIcon("2.jpg"),JLabel.CENTER);
final JFrame frame = new JFrame();
final JPanel panel = new JPanel();
frame.add(panel,BorderLayout.CENTER);
frame.setVisible(true);
final JButton button = new JButton("Next");
frame.add(button,BorderLayout.SOUTH);
panel.add(label);
frame.pack();
button.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
if(flag==0){
System.out.println("0.jpg");
//label image, flag increment
flag = flag+1;
panel.removeAll();
panel.add(label);
frame.pack();
} else if(flag==1){
System.out.println("1.jpg");
//label1 image, flag increment
flag = flag+1;
panel.removeAll();
panel.add(label1);
frame.pack();
} else if (flag==2){
System.out.println("2.jpg");
//label2 image, reset flag to 0
flag = 0;
panel.removeAll();
panel.add(label2);
frame.pack();
}
else{
System.out.println("Wrong flag number !");
}
panel.validate();
panel.updateUI();
}
});
}
}
I think if you want to switch images, using jlabels, the above codes would help. It would help to rotate jlabels containing images but this codes are not optimized.
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