I’m learning Swing and I have the following code:
public class SimView {
private JFrame frame;
private JLabel background;
private JPanel car_panel;
public SimView() {
frame = new JFrame("GUI");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(400, 500);
frame.getContentPane().setLayout(null);
background = new JLabel("");
background.setIcon(new ImageIcon(
"C:\\Users\\D__\\Desktop\\background.png"));
background.setBounds(0, 0, 384, 462);
frame.getContentPane().add(background);
frame.setVisible(true);
car_panel = new JPanel();
car_panel.setBounds(175, 430, 16, 21);
car_panel.setVisible(true);
car_panel.setBackground(Color.BLACK);
background.add(car_panel);
MoveCarRunnable carMover = new MoveCarRunnable(car_panel);
}
private static class MoveCarRunnable implements Runnable {
private JPanel car;
MoveCarRunnable(final JPanel car) {
this.car = car;
}
@Override
public void run() {
// Should I call rePaint() on the car_panel here then ?
}
}
What I want to do is to move the JLabel called “car” ‘s y coordinates for every update to get the effect of it moving by itself i.e. no user interaction. I’m not quite sure how to do this, I suppose I need to have some sort of repaint() method redrawing the position of the JLabel for every update. But how do I get this class to know that it needs to update the position?
Any pointers (links/code) would be appreciated. I want to get the concept of how Swing and its components work in this case, rather than just employing a solution but of course I am interested in a solution so I can study it closer. Thanks
EDIT:
Please see my edit code above
You will have to create a separate
Threadthat would modify the location of your label and then callvalidate()andrepaint()on the container (frame.getContentPane()). Don’t forget to put somesleep()value inside the thread.However, there would be a better approach to create a separate
JPanel. Inside it you would override thepaintComponentmethod or thepaintmethod and there you would draw an image instead of movingJLabels around.