I\'m trying to make a flashlight effect in my 2D game. My flashlight is represented as a line segment extending from the entity at a specific angle. The flashlight can point in
If the graphic element is a BufferedImage
or Graphics2D
instance, you might approach it like this.
import java.awt.*;
import java.awt.geom.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class FlashLight {
public static void main(String[] args) throws Exception {
Robot robot = new Robot();
int w = 500, h = 200;
Rectangle rect = new Rectangle(0, 0, w, h);
final BufferedImage bi = robot.createScreenCapture(rect);
final BufferedImage bi2 = FlashLight.draw(
bi, 10, 180, 420, 90, .3,
new Color(255, 255, 120, 15), new Color(0, 0, 0, 220));
final BufferedImage bi3 = FlashLight.draw(
bi, 10, 180, 420, 90, .3,
new Color(180, 250, 255, 15), new Color(0, 0, 0, 220));
Runnable r = new Runnable() {
@Override
public void run() {
JPanel gui = new JPanel(new GridLayout(3,0,2,2));
gui.add(new JLabel(new ImageIcon(bi2)));
gui.add(new JLabel(new ImageIcon(bi)));
gui.add(new JLabel(new ImageIcon(bi3)));
JOptionPane.showMessageDialog(null,gui);
}
};
// Swing GUIs should be created and updated on the EDT
// http://docs.oracle.com/javase/tutorial/uiswing/concurrency/initial.html
SwingUtilities.invokeLater(r);
}
public static BufferedImage draw(
BufferedImage source,
double x1, double y1, double x2, double y2,
double beamWidth,
Color beamColor, Color darknessColor) {
RenderingHints hints = new RenderingHints(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
BufferedImage bi = new BufferedImage(
source.getWidth(), source.getHeight(),
BufferedImage.TYPE_INT_ARGB);
Graphics2D g = bi.createGraphics();
g.setRenderingHints(hints);
g.drawImage(source, 0, 0, null);
// Create a conical shape to constrain the beam
double distance = Math.sqrt(Math.pow(x1 - x2, 2d) + Math.pow(y1 - y2, 2d));
double tangent = (y2 - y1) / (x2 - x1);
double theta = Math.atan(tangent);
System.out.println(
"distance: " + distance
+ " tangent: " + tangent
+ " theta: " + theta);
double minTheta = theta + beamWidth / 2;
double maxTheta = theta - beamWidth / 2;
double xMin = x1 + distance * Math.cos(minTheta);
double yMin = y1 + distance * Math.sin(minTheta);
double xMax = x1 + distance * Math.cos(maxTheta);
double yMax = y1 + distance * Math.sin(maxTheta);
Polygon beam = new Polygon();
beam.addPoint((int) x1, (int) y1);
beam.addPoint((int) xMax, (int) yMax);
beam.addPoint((int) xMin, (int) yMin);
g.setColor(beamColor);
GradientPaint gp = new GradientPaint(
(int)x1,(int)y1, beamColor,
(int)x2,(int)y2, darknessColor);
g.setClip(beam);
g.setPaint(gp);
g.fillRect(0, 0, bi.getWidth(), bi.getHeight());
// create an area the size of the image, but lacking the beam area
Area darknessArea = new Area(new Rectangle(0, 0, bi.getWidth(), bi.getHeight()));
darknessArea.subtract(new Area(beam));
g.setColor(darknessColor);
g.setClip(darknessArea);
g.fillRect(0, 0, bi.getWidth(), bi.getHeight());
// fill in the beam edges with black (mostly to smooth lines)
g.setClip(null);
g.setColor(Color.BLACK);
g.setStroke(new BasicStroke(2));
g.draw(new Line2D.Double(x1,y1,xMin,yMin));
g.draw(new Line2D.Double(x1,y1,xMax,yMax));
g.dispose();
return bi;
}
}