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How do i rotate image in Java?

Okay. so i got this thing that moves around on the screen (an image of an airplane) and i got this code that prints image of this plane on the screen:

  public void paintComponent(Graphics g) {
    g.drawImage(image, x,y,null);
    g.setColor( Color.white );
    g.drawString(r.getName(), x+50, y-15);
    }

it also has little information that follows the airplane. When the plane reaches the border of the screen it starts to turn 5 degrees each time paintComponent is run, and eventually it turns in a way that it flys back towards the inside. well what i wanna do is turn the image according to the degree , but without turning the strings. Help.
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jhson114
Asked:
jhson114
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1 Solution
 
objectsCommented:
Graphics2D g2d = (Graphics2D) g;
AffineTransform tx = new AffineTransform();
tx.rotate(radians);
g2d.drawImage(image, tx, this);
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jhson114Author Commented:
This is what i did, and if i include g.drawImage(image,x,y,null), the image of plane shows up, but doesnt turn, if i dont include it, the plane doesnt show up at all.
  public void paintComponent(Graphics g) {

    Graphics2D g2d = (Graphics2D) g;
    AffineTransform tx = new AffineTransform();
    tx.rotate((5/Math.PI));
    g2d.drawImage(image, tx, null);

   // g.drawImage(image, x,y,null);
    g.setColor( Color.white );
    g.drawString(r.getName(), x+50, y-15);
  }

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objectsCommented:
you need to rotate it and offset it.
in your case you probably also want to centre the rotation arounf the image centre.

    AffineTransform tx = new AffineTransform();
    tx.rotate((5/Math.PI), xcentre, ycentre);
    tx.translate(x, y);
    g2d.drawImage(image, tx, null);
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jhson114Author Commented:
So in this case, since X, and Y are constantly change (since they are moving), should xcentre and ycentre be something like... x+5, y+5 (cuz you want it to be the center of the picture). is this right?
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jhson114Author Commented:
Okay. heres what i have now:

  public void paintComponent(Graphics g) {
    Graphics2D g2d = (Graphics2D) g;
    AffineTransform tx = new AffineTransform();
    double radians = Math.toRadians(5);
    tx.rotate(radians, x+5, y+5);
    tx.translate(x, y);
    g2d.drawImage(image, tx, null);
  }

When the code is execute, at the very beginning, it turns 5 degrees ONCE, and then doesnt turn anymore. I guess i'm on the right track...
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objectsCommented:
not with the code above, cause the rotation is done first and then it is translated.
If you did the translation first then yes the roatation centre would need to shift :)

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jhson114Author Commented:
i dont get  it. man i feel stupid :(
i just cant get it to keep rotating.
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objectsCommented:
> it turns 5 degrees ONCE

yes you use a constant rotation of 5 degrees.

double radians = Math.toRadians(5);
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objectsCommented:
add a member variable rotation and in paintComponent() do:

double radians = Math.toRadians(rotation);

and update the value of the rotation value to rotate the ship.
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jhson114Author Commented:
its starting to rotate, but it doesnt rotate from the image's center. To do this, i did something like:

 double xcentre=x+(image.getWidth(null)/2.0);
    double ycentre=x+(image.getHeight(null)/2.0);

tx.rotate(radians, xcentre, ycentre);

is this correct? getting the images width and height and dividing it by two to get the center of the image?
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objectsCommented:
don't add x:

double xcentre=(image.getWidth(null)/2.0);
    double ycentre=(image.getHeight(null)/2.0);
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jhson114Author Commented:
EVERYTHING WORKS!! AHAHAHA!! YOU ARE THE GREATEST!! THANKS :)
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objectsCommented:
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