Grid of jpanels (for connect four game) - paintComponent only works for top left panel












1















I'm trying to make a simple connect four GUI by using a grid of JPanels each of which paints a colored disk when the button below them is pressed and the panels under it are full. Before adding the game rules I'm trying to just make sure the buttons and display work properly. But it is not working - only the top left panel displays a disk (after pressing button 1 6 times). here is my code:



public class ConnectFourFrame extends JFrame {

private final JPanel gamePanelsPanel; // panel to hold the game panels
private final GamePanel gamePanels; // a 2D array to hold the grid of panels to display the game disks
private final JPanel buttonsPanel; // panel to hold the buttons panels
private final JPanel gameButtonsPanel; // panel to hold the game buttons to add disk to a column
private final JButton gameButtons; // an array to hold the game buttons
private final JPanel clearButtonPanel; // panel to hold the clear button
private final JButton clearButton; // button to clear the game grid from disks

private enum Turn {RED_PLAYER, BLUE_PLAYER}; // keeps track of which players turn it is
private Turn turn;


// no argument constructor
public ConnectFourFrame() {

super("Connect Four");
this.setLayout(new BorderLayout());

//add panels to hold the game panel and the buttons
gamePanelsPanel = new JPanel();
add(gamePanelsPanel, BorderLayout.CENTER);
buttonsPanel = new JPanel();
buttonsPanel.setLayout(new BorderLayout());
add(buttonsPanel, BorderLayout.SOUTH);

//set up game panels
gamePanelsPanel.setLayout(new GridLayout(6,7,3,3));
gamePanelsPanel.setBackground(Color.BLACK);
gamePanels = new GamePanel[6][7];
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 7; j++) {
gamePanels[i][j] = new GamePanel(false, Color.WHITE);
gamePanelsPanel.add(gamePanels[i][j]);
}
}


//set up game and clear buttons
gameButtonsPanel = new JPanel();
gameButtonsPanel.setLayout(new GridLayout(1,7));
clearButtonPanel = new JPanel();

gameButtons = new JButton[7];
for (int i = 0; i < 7; i++) {
gameButtons[i] = new JButton("" + (i+1));
gameButtonsPanel.add(gameButtons[i]);
}

clearButton = new JButton("CLEAR");
clearButtonPanel.add(clearButton);

buttonsPanel.add(gameButtonsPanel, BorderLayout.NORTH);
buttonsPanel.add(clearButtonPanel, BorderLayout.SOUTH);
add(buttonsPanel, BorderLayout.SOUTH);

// register event handlers
ClearButtonHandler clearButtonHandler = new ClearButtonHandler();
clearButton.addActionListener(clearButtonHandler);
GameButtonHandler gameButtonHandler = new GameButtonHandler();
for (int i = 0; i < 7; i++) {
gameButtons[i].addActionListener(gameButtonHandler);
}

turn = Turn.RED_PLAYER; //set first turn to player1

}

// inner class for game button event handling
private class GameButtonHandler implements ActionListener {

@Override
public void actionPerformed(ActionEvent e) {
// get the number of the pressed button
int pressedButtonNum = Integer.parseInt(((JButton) e.getSource()).getActionCommand());
// display disk in top empty panel of the column
for (int i = 5; i >= 0; i--) {
if (!gamePanels[i][pressedButtonNum - 1].isFull()) {
if (turn == Turn.RED_PLAYER) {
gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.RED);
turn = Turn.BLUE_PLAYER;
}
else {
gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.BLUE);
turn = Turn.RED_PLAYER;
}
gamePanels[i][pressedButtonNum - 1].setFull(true);
gamePanels[i][pressedButtonNum - 1].repaint();
return;
}
}
// if column is full display message to try again
JOptionPane.showMessageDialog(gamePanelsPanel, "Column " + pressedButtonNum + " is full. Try again.");
}

}

public class GamePanel extends JPanel{

private boolean isFull; // true if the panel has a disk in it. default is empty (false).
private Color diskColor; //color of disks. default is white (same as background)


public GamePanel(boolean isFull, Color diskColor) {
super();
this.isFull = isFull;
this.diskColor = diskColor;
}

public Color getDiskColor() {
return diskColor;
}

public void setDiskColor(Color diskColor) {
this.diskColor = diskColor;
}

public boolean isFull() {
return isFull;
}

public void setFull(boolean isFull) {
this.isFull = isFull;
}


@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
this.setBackground(Color.WHITE);

g.setColor(diskColor);
g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
}


}










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    1















    I'm trying to make a simple connect four GUI by using a grid of JPanels each of which paints a colored disk when the button below them is pressed and the panels under it are full. Before adding the game rules I'm trying to just make sure the buttons and display work properly. But it is not working - only the top left panel displays a disk (after pressing button 1 6 times). here is my code:



    public class ConnectFourFrame extends JFrame {

    private final JPanel gamePanelsPanel; // panel to hold the game panels
    private final GamePanel gamePanels; // a 2D array to hold the grid of panels to display the game disks
    private final JPanel buttonsPanel; // panel to hold the buttons panels
    private final JPanel gameButtonsPanel; // panel to hold the game buttons to add disk to a column
    private final JButton gameButtons; // an array to hold the game buttons
    private final JPanel clearButtonPanel; // panel to hold the clear button
    private final JButton clearButton; // button to clear the game grid from disks

    private enum Turn {RED_PLAYER, BLUE_PLAYER}; // keeps track of which players turn it is
    private Turn turn;


    // no argument constructor
    public ConnectFourFrame() {

    super("Connect Four");
    this.setLayout(new BorderLayout());

    //add panels to hold the game panel and the buttons
    gamePanelsPanel = new JPanel();
    add(gamePanelsPanel, BorderLayout.CENTER);
    buttonsPanel = new JPanel();
    buttonsPanel.setLayout(new BorderLayout());
    add(buttonsPanel, BorderLayout.SOUTH);

    //set up game panels
    gamePanelsPanel.setLayout(new GridLayout(6,7,3,3));
    gamePanelsPanel.setBackground(Color.BLACK);
    gamePanels = new GamePanel[6][7];
    for (int i = 0; i < 6; i++) {
    for (int j = 0; j < 7; j++) {
    gamePanels[i][j] = new GamePanel(false, Color.WHITE);
    gamePanelsPanel.add(gamePanels[i][j]);
    }
    }


    //set up game and clear buttons
    gameButtonsPanel = new JPanel();
    gameButtonsPanel.setLayout(new GridLayout(1,7));
    clearButtonPanel = new JPanel();

    gameButtons = new JButton[7];
    for (int i = 0; i < 7; i++) {
    gameButtons[i] = new JButton("" + (i+1));
    gameButtonsPanel.add(gameButtons[i]);
    }

    clearButton = new JButton("CLEAR");
    clearButtonPanel.add(clearButton);

    buttonsPanel.add(gameButtonsPanel, BorderLayout.NORTH);
    buttonsPanel.add(clearButtonPanel, BorderLayout.SOUTH);
    add(buttonsPanel, BorderLayout.SOUTH);

    // register event handlers
    ClearButtonHandler clearButtonHandler = new ClearButtonHandler();
    clearButton.addActionListener(clearButtonHandler);
    GameButtonHandler gameButtonHandler = new GameButtonHandler();
    for (int i = 0; i < 7; i++) {
    gameButtons[i].addActionListener(gameButtonHandler);
    }

    turn = Turn.RED_PLAYER; //set first turn to player1

    }

    // inner class for game button event handling
    private class GameButtonHandler implements ActionListener {

    @Override
    public void actionPerformed(ActionEvent e) {
    // get the number of the pressed button
    int pressedButtonNum = Integer.parseInt(((JButton) e.getSource()).getActionCommand());
    // display disk in top empty panel of the column
    for (int i = 5; i >= 0; i--) {
    if (!gamePanels[i][pressedButtonNum - 1].isFull()) {
    if (turn == Turn.RED_PLAYER) {
    gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.RED);
    turn = Turn.BLUE_PLAYER;
    }
    else {
    gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.BLUE);
    turn = Turn.RED_PLAYER;
    }
    gamePanels[i][pressedButtonNum - 1].setFull(true);
    gamePanels[i][pressedButtonNum - 1].repaint();
    return;
    }
    }
    // if column is full display message to try again
    JOptionPane.showMessageDialog(gamePanelsPanel, "Column " + pressedButtonNum + " is full. Try again.");
    }

    }

    public class GamePanel extends JPanel{

    private boolean isFull; // true if the panel has a disk in it. default is empty (false).
    private Color diskColor; //color of disks. default is white (same as background)


    public GamePanel(boolean isFull, Color diskColor) {
    super();
    this.isFull = isFull;
    this.diskColor = diskColor;
    }

    public Color getDiskColor() {
    return diskColor;
    }

    public void setDiskColor(Color diskColor) {
    this.diskColor = diskColor;
    }

    public boolean isFull() {
    return isFull;
    }

    public void setFull(boolean isFull) {
    this.isFull = isFull;
    }


    @Override
    public void paintComponent(Graphics g) {
    super.paintComponent(g);
    this.setBackground(Color.WHITE);

    g.setColor(diskColor);
    g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
    }


    }










    share|improve this question



























      1












      1








      1








      I'm trying to make a simple connect four GUI by using a grid of JPanels each of which paints a colored disk when the button below them is pressed and the panels under it are full. Before adding the game rules I'm trying to just make sure the buttons and display work properly. But it is not working - only the top left panel displays a disk (after pressing button 1 6 times). here is my code:



      public class ConnectFourFrame extends JFrame {

      private final JPanel gamePanelsPanel; // panel to hold the game panels
      private final GamePanel gamePanels; // a 2D array to hold the grid of panels to display the game disks
      private final JPanel buttonsPanel; // panel to hold the buttons panels
      private final JPanel gameButtonsPanel; // panel to hold the game buttons to add disk to a column
      private final JButton gameButtons; // an array to hold the game buttons
      private final JPanel clearButtonPanel; // panel to hold the clear button
      private final JButton clearButton; // button to clear the game grid from disks

      private enum Turn {RED_PLAYER, BLUE_PLAYER}; // keeps track of which players turn it is
      private Turn turn;


      // no argument constructor
      public ConnectFourFrame() {

      super("Connect Four");
      this.setLayout(new BorderLayout());

      //add panels to hold the game panel and the buttons
      gamePanelsPanel = new JPanel();
      add(gamePanelsPanel, BorderLayout.CENTER);
      buttonsPanel = new JPanel();
      buttonsPanel.setLayout(new BorderLayout());
      add(buttonsPanel, BorderLayout.SOUTH);

      //set up game panels
      gamePanelsPanel.setLayout(new GridLayout(6,7,3,3));
      gamePanelsPanel.setBackground(Color.BLACK);
      gamePanels = new GamePanel[6][7];
      for (int i = 0; i < 6; i++) {
      for (int j = 0; j < 7; j++) {
      gamePanels[i][j] = new GamePanel(false, Color.WHITE);
      gamePanelsPanel.add(gamePanels[i][j]);
      }
      }


      //set up game and clear buttons
      gameButtonsPanel = new JPanel();
      gameButtonsPanel.setLayout(new GridLayout(1,7));
      clearButtonPanel = new JPanel();

      gameButtons = new JButton[7];
      for (int i = 0; i < 7; i++) {
      gameButtons[i] = new JButton("" + (i+1));
      gameButtonsPanel.add(gameButtons[i]);
      }

      clearButton = new JButton("CLEAR");
      clearButtonPanel.add(clearButton);

      buttonsPanel.add(gameButtonsPanel, BorderLayout.NORTH);
      buttonsPanel.add(clearButtonPanel, BorderLayout.SOUTH);
      add(buttonsPanel, BorderLayout.SOUTH);

      // register event handlers
      ClearButtonHandler clearButtonHandler = new ClearButtonHandler();
      clearButton.addActionListener(clearButtonHandler);
      GameButtonHandler gameButtonHandler = new GameButtonHandler();
      for (int i = 0; i < 7; i++) {
      gameButtons[i].addActionListener(gameButtonHandler);
      }

      turn = Turn.RED_PLAYER; //set first turn to player1

      }

      // inner class for game button event handling
      private class GameButtonHandler implements ActionListener {

      @Override
      public void actionPerformed(ActionEvent e) {
      // get the number of the pressed button
      int pressedButtonNum = Integer.parseInt(((JButton) e.getSource()).getActionCommand());
      // display disk in top empty panel of the column
      for (int i = 5; i >= 0; i--) {
      if (!gamePanels[i][pressedButtonNum - 1].isFull()) {
      if (turn == Turn.RED_PLAYER) {
      gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.RED);
      turn = Turn.BLUE_PLAYER;
      }
      else {
      gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.BLUE);
      turn = Turn.RED_PLAYER;
      }
      gamePanels[i][pressedButtonNum - 1].setFull(true);
      gamePanels[i][pressedButtonNum - 1].repaint();
      return;
      }
      }
      // if column is full display message to try again
      JOptionPane.showMessageDialog(gamePanelsPanel, "Column " + pressedButtonNum + " is full. Try again.");
      }

      }

      public class GamePanel extends JPanel{

      private boolean isFull; // true if the panel has a disk in it. default is empty (false).
      private Color diskColor; //color of disks. default is white (same as background)


      public GamePanel(boolean isFull, Color diskColor) {
      super();
      this.isFull = isFull;
      this.diskColor = diskColor;
      }

      public Color getDiskColor() {
      return diskColor;
      }

      public void setDiskColor(Color diskColor) {
      this.diskColor = diskColor;
      }

      public boolean isFull() {
      return isFull;
      }

      public void setFull(boolean isFull) {
      this.isFull = isFull;
      }


      @Override
      public void paintComponent(Graphics g) {
      super.paintComponent(g);
      this.setBackground(Color.WHITE);

      g.setColor(diskColor);
      g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
      }


      }










      share|improve this question
















      I'm trying to make a simple connect four GUI by using a grid of JPanels each of which paints a colored disk when the button below them is pressed and the panels under it are full. Before adding the game rules I'm trying to just make sure the buttons and display work properly. But it is not working - only the top left panel displays a disk (after pressing button 1 6 times). here is my code:



      public class ConnectFourFrame extends JFrame {

      private final JPanel gamePanelsPanel; // panel to hold the game panels
      private final GamePanel gamePanels; // a 2D array to hold the grid of panels to display the game disks
      private final JPanel buttonsPanel; // panel to hold the buttons panels
      private final JPanel gameButtonsPanel; // panel to hold the game buttons to add disk to a column
      private final JButton gameButtons; // an array to hold the game buttons
      private final JPanel clearButtonPanel; // panel to hold the clear button
      private final JButton clearButton; // button to clear the game grid from disks

      private enum Turn {RED_PLAYER, BLUE_PLAYER}; // keeps track of which players turn it is
      private Turn turn;


      // no argument constructor
      public ConnectFourFrame() {

      super("Connect Four");
      this.setLayout(new BorderLayout());

      //add panels to hold the game panel and the buttons
      gamePanelsPanel = new JPanel();
      add(gamePanelsPanel, BorderLayout.CENTER);
      buttonsPanel = new JPanel();
      buttonsPanel.setLayout(new BorderLayout());
      add(buttonsPanel, BorderLayout.SOUTH);

      //set up game panels
      gamePanelsPanel.setLayout(new GridLayout(6,7,3,3));
      gamePanelsPanel.setBackground(Color.BLACK);
      gamePanels = new GamePanel[6][7];
      for (int i = 0; i < 6; i++) {
      for (int j = 0; j < 7; j++) {
      gamePanels[i][j] = new GamePanel(false, Color.WHITE);
      gamePanelsPanel.add(gamePanels[i][j]);
      }
      }


      //set up game and clear buttons
      gameButtonsPanel = new JPanel();
      gameButtonsPanel.setLayout(new GridLayout(1,7));
      clearButtonPanel = new JPanel();

      gameButtons = new JButton[7];
      for (int i = 0; i < 7; i++) {
      gameButtons[i] = new JButton("" + (i+1));
      gameButtonsPanel.add(gameButtons[i]);
      }

      clearButton = new JButton("CLEAR");
      clearButtonPanel.add(clearButton);

      buttonsPanel.add(gameButtonsPanel, BorderLayout.NORTH);
      buttonsPanel.add(clearButtonPanel, BorderLayout.SOUTH);
      add(buttonsPanel, BorderLayout.SOUTH);

      // register event handlers
      ClearButtonHandler clearButtonHandler = new ClearButtonHandler();
      clearButton.addActionListener(clearButtonHandler);
      GameButtonHandler gameButtonHandler = new GameButtonHandler();
      for (int i = 0; i < 7; i++) {
      gameButtons[i].addActionListener(gameButtonHandler);
      }

      turn = Turn.RED_PLAYER; //set first turn to player1

      }

      // inner class for game button event handling
      private class GameButtonHandler implements ActionListener {

      @Override
      public void actionPerformed(ActionEvent e) {
      // get the number of the pressed button
      int pressedButtonNum = Integer.parseInt(((JButton) e.getSource()).getActionCommand());
      // display disk in top empty panel of the column
      for (int i = 5; i >= 0; i--) {
      if (!gamePanels[i][pressedButtonNum - 1].isFull()) {
      if (turn == Turn.RED_PLAYER) {
      gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.RED);
      turn = Turn.BLUE_PLAYER;
      }
      else {
      gamePanels[i][pressedButtonNum - 1].setDiskColor(Color.BLUE);
      turn = Turn.RED_PLAYER;
      }
      gamePanels[i][pressedButtonNum - 1].setFull(true);
      gamePanels[i][pressedButtonNum - 1].repaint();
      return;
      }
      }
      // if column is full display message to try again
      JOptionPane.showMessageDialog(gamePanelsPanel, "Column " + pressedButtonNum + " is full. Try again.");
      }

      }

      public class GamePanel extends JPanel{

      private boolean isFull; // true if the panel has a disk in it. default is empty (false).
      private Color diskColor; //color of disks. default is white (same as background)


      public GamePanel(boolean isFull, Color diskColor) {
      super();
      this.isFull = isFull;
      this.diskColor = diskColor;
      }

      public Color getDiskColor() {
      return diskColor;
      }

      public void setDiskColor(Color diskColor) {
      this.diskColor = diskColor;
      }

      public boolean isFull() {
      return isFull;
      }

      public void setFull(boolean isFull) {
      this.isFull = isFull;
      }


      @Override
      public void paintComponent(Graphics g) {
      super.paintComponent(g);
      this.setBackground(Color.WHITE);

      g.setColor(diskColor);
      g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);
      }


      }







      java swing jpanel grid-layout paintcomponent






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      share|improve this question








      edited Nov 27 '18 at 21:49









      camickr

      276k16127239




      276k16127239










      asked Nov 27 '18 at 21:43









      DanDan

      82




      82
























          1 Answer
          1






          active

          oldest

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          3














          The problem is right here...



          g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          The Graphics context passed to your paintComponent method has already been translated by the components x/y position, meaning that the top/left corner of the component is always 0x0



          g.fillOval(this.getWidth()/4 , this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          will probably work better



          Also, calling this.setBackground(Color.WHITE); inside paintComponent is unadvisable, as it will setup a situation where by a new paint cycle will be scheduled, over and over again. Don't change the state of the UI from within a paint method






          share|improve this answer


























          • thanks! it works

            – Dan
            Nov 27 '18 at 21:50











          Your Answer






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          1 Answer
          1






          active

          oldest

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          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          3














          The problem is right here...



          g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          The Graphics context passed to your paintComponent method has already been translated by the components x/y position, meaning that the top/left corner of the component is always 0x0



          g.fillOval(this.getWidth()/4 , this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          will probably work better



          Also, calling this.setBackground(Color.WHITE); inside paintComponent is unadvisable, as it will setup a situation where by a new paint cycle will be scheduled, over and over again. Don't change the state of the UI from within a paint method






          share|improve this answer


























          • thanks! it works

            – Dan
            Nov 27 '18 at 21:50
















          3














          The problem is right here...



          g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          The Graphics context passed to your paintComponent method has already been translated by the components x/y position, meaning that the top/left corner of the component is always 0x0



          g.fillOval(this.getWidth()/4 , this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          will probably work better



          Also, calling this.setBackground(Color.WHITE); inside paintComponent is unadvisable, as it will setup a situation where by a new paint cycle will be scheduled, over and over again. Don't change the state of the UI from within a paint method






          share|improve this answer


























          • thanks! it works

            – Dan
            Nov 27 '18 at 21:50














          3












          3








          3







          The problem is right here...



          g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          The Graphics context passed to your paintComponent method has already been translated by the components x/y position, meaning that the top/left corner of the component is always 0x0



          g.fillOval(this.getWidth()/4 , this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          will probably work better



          Also, calling this.setBackground(Color.WHITE); inside paintComponent is unadvisable, as it will setup a situation where by a new paint cycle will be scheduled, over and over again. Don't change the state of the UI from within a paint method






          share|improve this answer















          The problem is right here...



          g.fillOval(this.getX() + this.getWidth()/4 , this.getY() + this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          The Graphics context passed to your paintComponent method has already been translated by the components x/y position, meaning that the top/left corner of the component is always 0x0



          g.fillOval(this.getWidth()/4 , this.getHeight()/4, this.getWidth()/2, this.getHeight()/2);


          will probably work better



          Also, calling this.setBackground(Color.WHITE); inside paintComponent is unadvisable, as it will setup a situation where by a new paint cycle will be scheduled, over and over again. Don't change the state of the UI from within a paint method







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 27 '18 at 21:52

























          answered Nov 27 '18 at 21:47









          MadProgrammerMadProgrammer

          301k17155271




          301k17155271













          • thanks! it works

            – Dan
            Nov 27 '18 at 21:50



















          • thanks! it works

            – Dan
            Nov 27 '18 at 21:50

















          thanks! it works

          – Dan
          Nov 27 '18 at 21:50





          thanks! it works

          – Dan
          Nov 27 '18 at 21:50




















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