Earn Higher Grades With Instant Assignment Help.Ask Question!

Java Programming
(5/5)

you will learn how to build programs that interact with your Canvas through the mouse and keyboard.

INSTRUCTIONS TO CANDIDATES
ANSWER ALL QUESTIONS

Introduction

Key & Mouse

In this unit you will learn how to build programs that interact with your Canvas through the mouse and keyboard.

Responding to Mouse Actions

When you want a canvas to respond to mouse actions you will need to add an event handler for each mouse action, that needs a response. An event handler is a class that dictates how a specific type of event should be handled. Below is a list of common mouse actions and the canvas methods that are used to track those actions:

 

Mouse Event

Method Name

Mouse button is pressed down

setOnMousePressed(EventHandler<MouseEvent> event)

A pressed mouse button is released

setOnMouseReleased(EventHandler<MouseEvent> event)

A mouse button is pressed downand then released, without the mouse moving.

setOnMouseClicked(EventHandler<MouseEvent> event)

The mouse moves

setOnMouseMoved(EventHandler<MouseEvent> event)

The mouse moves while a button isin the down state

setOnMouseDragged(EventHandler<MouseEvent> event)

 

Adding a MouseEventHandler Format the Long Way:

canvasName.mouseEventMethodName(new EventHandler<MouseEvent>() { public void handle (MouseEvent mouseEvent) {

// code to respond the event

}

});

 

Adding a MouseEventHandler Format the Short Way:

canvasName. mouseEventMethodName(mouseEvent->

// code to respond the event

);

 

Which Button Caused the Event?

After an event has occurred, you will can retrieve the button that caused the event by calling getButton().name() from the mouse event. Below are the String values that correspond to each event:

 

Button

Text

Left

PRIMARY

Middle

MIDDLE

Right

SECONDARY

Where did the Event Occur?

After an event has occurred, you will can retrieve the x and y locations of where the event occurred with the following two methods:

 

Return Type

Method Name

Description

double

getX()

Returns the x of where theevent occurred.

double

getY()

Returns the y of where theevent occurred.

Responding to Keys

When you want a canvas to respond to key actions you will need to add an event handler for each key action, that needs a response. Below is a list of key actions and the canvas methods that are used to track those actions:

Mouse Event

Method Name

A key is pressed down

setOnKeyPressed(EventHandler<KeyEvent> event)

A key pressed key goes up

setOnKeyReleased (EventHandler< KeyEvent > event)

A key goes down and they up

setOnKeyTyped(EventHandler< KeyEvent > event)

 

Adding a MouseEventHandler Format the Long Way:

canvasName. keyEventMethodName (new EventHandler<MouseEvent>() { public void handle (MouseEvent mouseEvent) {

// code to respond the event

}

});

 

Adding a MouseEventHandler Format the Short Way:

canvasName. keyEventMethodName (mouseEvent->

// code to respond the event

);

Which Key Caused the Event?

After an event has occurred, you will can retrieve the key that caused the event by calling getKeyCode().getName() from the key event. For non-displayable characters you will need to check the check the API Documentation to determine what those keys produce as an answer.

Loading & Drawing Images

For images we will be using the Image class.

We will load images using the below code:

image = new Image("file:fileName.fileType");

Example:

image = new Image("file:deadwumpus.gif");

Once an image has been loaded we will use the following GraphicsContext method to draw it to the

screen:

Return Type

Method Name

Description

void

drawImage(Image img,int x, int y)

Draws the given image to thescreen at (x,y).

 

Attachments:
(5/5)

Related Questions

CSI 1420 Introduction to C Programming & Unix Fall 2018, CRN 44882, Oakland University Homework Assignment 6 - Using Arrays and Functions in C

DescriptionIn this final assignment, the students will demonstrate their ability to apply two majorconstructs of the C programming language – Fu

The standard path finding involves finding the (shortest) path from an origin to a destination, typically on a map. This is an

Path finding involves finding a path from A to B. Typically we want the path to have certain properties,such as being the shortest or to avoid going t

Develop a program to emulate a purchase transaction at a retail store. This program will have two classes, a LineItem class and a Transaction class. The LineItem class will represent an individual

Develop a program to emulate a purchase transaction at a retail store. Thisprogram will have two classes, a LineItem class and a Transaction class. Th

SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of Sea Ports. Here are the classes and their instance variables we wish to define:

1 Project 1 Introduction - the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of

Project 2 Introduction - the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of Sea Ports. Here are the classes and their instance variables we wish to define:

1 Project 2 Introduction - the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of

Ask This Assignment To Be Done By Our ExpertsGet A+ Grade Solution Guaranteed

expert
joyComputer science
(4/5)
12 Answers Hire Me
expert
Robert DLaw
(4.8/5)
981 Answers Hire Me
expert
Dr Samuel BarberaStatistics
(5/5)
572 Answers Hire Me
expert
Tutor For YouEconomics
(5/5)
961 Answers Hire Me