Circle movement upon rectangle Collision - javafx

I'm working on understanding collision detection and movement and I am having issues getting the movement down correctly. my goal is to allow a player to move around rectangles but not through them. my problem is that once the player reaches the bounds of the rectangle they are unable to backup. any help would be greatly appreciated.
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import static javafx.scene.input.KeyCode.DOWN;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Circle;
public class CircleMovement extends Application {
//create the panes to handle the game
BorderPane mainPane = new BorderPane();
GridPane infoPane = new GridPane();
Pane gameField = new Pane();
Scene scene;
//create circle/movement properties
double increment = 5.0;
double radius = 10;
double x = radius, y = radius;
//create Rectangle properties
double Rwidth = 80;
double Rheight = 20;
//create player and objects
Circle player = new Circle(x, y, radius);
Rectangle r1 = new Rectangle(0, 100, Rwidth, Rheight);//Rectangle(int x, int y, int width, int height)
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
setPanes();
gameField.getChildren().addAll(r1, player);
moveCircleOnKeyPress(scene, player);//pass to player movement method
//set the stage
stage.setScene(scene);
stage.show();
}
public void moveCircleOnKeyPress(Scene scene, Circle player) {//player movement
scene.setOnKeyPressed((KeyEvent event) -> {
switch (event.getCode()) {
case UP:
player.setCenterY(player.getCenterY() - increment);//move player
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
case RIGHT:
player.setCenterX(player.getCenterX() + increment);
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
case DOWN:
player.setCenterY(player.getCenterY() + increment);
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
case LEFT:
player.setCenterX(player.getCenterX() - increment);
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
}
});
}
public void setPanes() {
infoPane.setMaxSize(200, 200);
mainPane.setMaxSize(800, 800);
mainPane.setCenter(gameField);//place the main game inside the center
mainPane.setRight(infoPane);
mainPane.setPadding(new Insets(10, 10, 10, 10));
mainPane.setStyle("-fx-border-color: red");
gameField.setStyle("-fx-background-color: white");
gameField.setStyle("-fx-border-color: black");
gameField.setMaxSize(600, 600);
scene = new Scene(mainPane, 800, 800);
player.setFill(Color.RED);
}
}

Since you are using Shape, it's a good idea to use Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1 to detect intersection. Also, instead of using player.centerYProperty().setValue(...);, just use player.setCenterY(...). You had a couple more problems, but the most important one is the idea of what to do once an intersection is detected. Once an intersection is detected you should go back to the distance just before the detection(only if you are moving in small enough steps).
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import static javafx.scene.input.KeyCode.DOWN;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Shape;
import javafx.stage.Stage;
public class CircleMovement extends Application
{
//create the panes to handle the game
BorderPane mainPane = new BorderPane();
GridPane infoPane = new GridPane();
Pane gameField = new Pane();
Scene scene;
//create circle/movement properties
double increment = 5.0;
double radius = 10;
double x = radius, y = radius;
//create Rectangle properties
double Rwidth = 80;
double Rheight = 20;
//create player and objects
Circle player = new Circle(x, y, radius);
Rectangle r1 = new Rectangle(0, 100, Rwidth, Rheight);//Rectangle(int x, int y, int width, int height)
public static void main(String[] args)
{
launch(args);
}
#Override
public void start(Stage stage) throws Exception
{
setPanes();
gameField.getChildren().addAll(r1, player);
moveCircleOnKeyPress(scene, player);//pass to player movement method
//set the stage
stage.setScene(scene);
stage.show();
}
public void moveCircleOnKeyPress(Scene scene, Circle player)
{//player movement
scene.setOnKeyPressed((KeyEvent event) ->
{
switch (event.getCode())
{
case UP:
player.setCenterY(player.getCenterY() - increment);//move player
//if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal()))
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterY(player.getCenterY() + increment);
}
break;
case RIGHT:
player.setCenterX(player.getCenterX() + increment);
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterX(player.getCenterX() - increment);
}
break;
case DOWN:
player.setCenterY(player.getCenterY() + increment);
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterY(player.getCenterY() - increment);
}
break;
case LEFT:
player.setCenterX(player.getCenterX() - increment);
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterX(player.getCenterX() + increment);
}
break;
}
});
}
public void setPanes()
{
infoPane.setMaxSize(200, 200);
mainPane.setMaxSize(800, 800);
mainPane.setCenter(gameField);//place the main game inside the center
mainPane.setRight(infoPane);
mainPane.setPadding(new Insets(10, 10, 10, 10));
mainPane.setStyle("-fx-border-color: red");
gameField.setStyle("-fx-background-color: white");
gameField.setStyle("-fx-border-color: black");
gameField.setMaxSize(600, 600);
scene = new Scene(mainPane, 800, 800);
player.setFill(Color.RED);
}
}

Related

Javafx 3D: 3DShape material lost translucency and white colouring surrounding sphere

I have the following piece of code that displays a sphere inside a box.
package com.example.animation3d;
import javafx.application.Application;
import javafx.scene.Cursor;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.input.KeyEvent;
import javafx.scene.input.MouseButton;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.shape.Sphere;
import javafx.scene.transform.Rotate;
import javafx.scene.transform.Translate;
import javafx.stage.Stage;
public class Camera3D extends Application {
public static final int WIDTH = 1280;
public static final int HEIGHT = 720;
public static final int ROTATE_SENS = 20;
public static final int ZOOM_SENS = 20;
public Rotate yRotate;
public double cursorX;
#Override
public void start(Stage stage) throws Exception {
Box box = new Box(5, 10, 5);
PhongMaterial material = new PhongMaterial();
material.setDiffuseColor(Color.web("rgba(34, 139, 34, 0.5)"));
box.setMaterial(material);
Sphere sphere = new Sphere(0.5);
sphere.setMaterial(new PhongMaterial(Color.RED));
Group group = new Group();
group.getChildren().addAll(box, sphere);
Translate pivot = new Translate();
yRotate = new Rotate(0, Rotate.Y_AXIS);
// Create and position camera
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.getTransforms().addAll (
pivot,
yRotate,
new Rotate(-20, Rotate.X_AXIS),
new Translate(0, 0, -50)
);
Scene scene = new Scene(group, WIDTH, HEIGHT);
scene.setFill(Color.ALICEBLUE);
scene.setCamera(camera);
stage.addEventHandler(KeyEvent.KEY_PRESSED, event -> {
switch (event.getCode()) {
case W:
camera.translateZProperty().set(camera.getTranslateZ() + 10);
break;
case S:
camera.translateZProperty().set(camera.getTranslateZ() - 10);
break;
case A:
yRotate.angleProperty().set(yRotate.getAngle() + 10);
break;
case D:
yRotate.angleProperty().set(yRotate.getAngle() - 10);
break;
case UP:
sphere.setTranslateY(sphere.getTranslateY() - 1);
break;
case DOWN:
sphere.setTranslateY(sphere.getTranslateY() + 1);
break;
case LEFT:
sphere.setTranslateX(sphere.getTranslateX() - 1);
break;
case RIGHT:
sphere.setTranslateX(sphere.getTranslateX() + 1);
break;
}
});
stage.setTitle("Camera");
stage.setScene(scene);
stage.show();
}
}
However, when I run the program,
Translucent effect gradually lost as I move the sphere. I have added a material to the box to make it look translucent. However, when I move the sphere with arrow keys, the box seems to become opaque again, which I do not want.
Whitish background surrounding the sphere as I move it. When the sphere is moved with arrow keys, a whitish colouring surrounds the sphere and trails behind it, which I do not want.
How do these problems arise, and how can they be fixed? Thanks in advance!
I was able to reproduce your finding, although it appeared to be a trail of altered transparency following the sphere as it moved; the trail was comprised of rectangles, each approximating the sphere's boundary.
With reference to this answer, I changed the order in which the objects were added to the group:
group.getChildren().addAll(sphere, box);
Empirically, like you, I noticed that the trails disappeared if I rotated the box slightly between each move of the sphere:
yRotate.angleProperty().set(yRotate.getAngle() + 0.1);
yRotate.angleProperty().set(yRotate.getAngle() - 0.1);
A variation of your example to work around the problem is shown below. I'm guessing that it forces a depth recalculation, as suggested here, but I'd welcome any addition insight.
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.input.KeyEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.shape.Sphere;
import javafx.scene.transform.Rotate;
import javafx.scene.transform.Translate;
import javafx.stage.Stage;
public class Camera3D extends Application {
public static final int WIDTH = 500;
public static final int HEIGHT = 500;
public Rotate yRotate;
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage stage) throws Exception {
var box = new Box(5, 10, 5);
var material = new PhongMaterial(Color.web("#20902080"));
box.setMaterial(material);
var sphere = new Sphere(3);
sphere.setMaterial(new PhongMaterial(Color.RED));
Group group = new Group();
group.getChildren().addAll(sphere, box);
Translate pivot = new Translate();
yRotate = new Rotate(0, Rotate.Y_AXIS);
// Create and position camera
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.getTransforms().addAll(
pivot,
yRotate,
new Rotate(-20, Rotate.X_AXIS),
new Translate(0, 0, -30)
);
Scene scene = new Scene(group, WIDTH, HEIGHT);
scene.setFill(Color.ALICEBLUE);
scene.setCamera(camera);
stage.addEventHandler(KeyEvent.KEY_PRESSED, event -> {
switch (event.getCode()) {
case W ->
camera.translateZProperty().set(camera.getTranslateZ() + 10);
case S ->
camera.translateZProperty().set(camera.getTranslateZ() - 10);
case A ->
yRotate.angleProperty().set(yRotate.getAngle() + 10);
case D ->
yRotate.angleProperty().set(yRotate.getAngle() - 10);
case UP -> {
sphere.setTranslateY(sphere.getTranslateY() - 1);
adjust();
}
case DOWN -> {
sphere.setTranslateY(sphere.getTranslateY() + 1);
adjust();
}
case LEFT -> {
sphere.setTranslateX(sphere.getTranslateX() - 1);
adjust();
}
case RIGHT -> {
sphere.setTranslateX(sphere.getTranslateX() + 1);
adjust();
}
}
});
stage.setTitle("Camera");
stage.setScene(scene);
stage.show();
}
private void adjust() {
yRotate.angleProperty().set(yRotate.getAngle() + 0.1);
yRotate.angleProperty().set(yRotate.getAngle() - 0.1);
}
}

JavaFX AnimationTimer renders

My goal is to completely sync each animation frame to the monitor device vsync at perfectly 60fps. I googled online, and people suggested that i could use JavaFX AnimationTimer. I wrote a simple ball JavaFX AnimationTimer, but i could sometimes see a very noticeable jittery in the animation. Could you guys please help me?
I have attached the code here:
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.input.KeyEvent;
import javafx.scene.paint.Color;
import javafx.scene.shape.Box;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
public class Main extends Application
implements EventHandler <KeyEvent>
{
final int WIDTH = 600;
final int HEIGHT = 400;
double ballRadius = 40;
double ballX = 100;
double ballY = 200;
double xSpeed = 4;
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
stage.setTitle("Basic JavaFX demo");
Group root = new Group();
Scene scene = new Scene(root, WIDTH, HEIGHT);
// Bouncing Ball
Circle circle = new Circle();
circle.setCenterX(ballX);
circle.setCenterY(ballY);
circle.setRadius(ballRadius);
circle.setFill(Color.BLUE);
root.getChildren().add(circle);
// need to attach KeyEvent caller to a Node of some sort.
// How about an invisible Box?
final Box keyboardNode = new Box();
keyboardNode.setFocusTraversable(true);
keyboardNode.requestFocus();
keyboardNode.setOnKeyPressed(this);
root.getChildren().add(keyboardNode);
stage.setScene(scene);
stage.show();
AnimationTimer animator = new AnimationTimer(){
#Override
public void handle(long arg0) {
long startTime = System.currentTimeMillis();
// UPDATE
ballX += xSpeed;
if (ballX + ballRadius >= WIDTH)
{
ballX = WIDTH - ballRadius;
xSpeed *= -1;
} else if (ballX - ballRadius < 0) {
ballX = 0 + ballRadius;
xSpeed *= -1;
}
// RENDER
circle.setCenterX(ballX);
long stopTime = System.currentTimeMillis();
long elapsedTime = stopTime - startTime;
System.out.println(elapsedTime);
}
};
animator.start();
}
#Override
public void handle(KeyEvent arg0) {
if (arg0.getCode() == KeyCode.SPACE )
{
xSpeed *= -1;
}
}
}

Draw Arrows over Nodes

I want to draw arrows in a group over my grid view. The example works fine with 3x3 grid. But if I change this size to e.g. 4x4 these arrows are on the wrong place.
I colorized the source field (green) and the destination field (red) to make sure I target the right cells. The program clears the arrowGroup and draws two arrows every 3s.
import eu.lestard.grid.GridModel;
import eu.lestard.grid.GridView;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.geometry.Bounds;
import javafx.geometry.Insets;
import javafx.geometry.Point2D;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.layout.*;
import javafx.scene.paint.Color;
import javafx.scene.shape.Line;
import javafx.stage.Stage;
import static javafx.scene.paint.Color.RED;
public class App extends Application {
private GridView<States> gridView;
private StackPane stackPane;
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) throws Exception {
BorderPane borderPane = new BorderPane();
stackPane = new StackPane();
borderPane.setCenter(stackPane);
Group arrowGroup = new Group();
GridModel<States> gridModel = new GridModel<>();
gridModel.setDefaultState(States.EMPTY);
gridModel.setNumberOfColumns(3);
gridModel.setNumberOfRows(3);
gridView = new GridView<>();
gridView.setGridModel(gridModel);
stackPane.getChildren().add(gridView);
stackPane.getChildren().add(arrowGroup);
final Scene scene = new Scene(borderPane, 500, 500);
primaryStage.setScene(scene);
primaryStage.show();
new Thread(() -> {
for (int i = 1; i <= 1000000; i++) {
Platform.runLater( () -> {
arrowGroup.getChildren().clear();
drawArrow(arrowGroup, new Point2D(0,0), new Point2D(2,1));
drawArrow(arrowGroup, new Point2D(1,1), new Point2D(0,2));
});
try {
Thread.sleep(3000);
} catch (InterruptedException e) {
Thread.interrupted();
}
}
}).start();
}
// getRelativeBounds, getCenter based on https://stackoverflow.com/a/43119383/772883
private void drawArrow(Group group, Point2D from, Point2D to) {
final Line line = new Line();
System.out.println(String.format("Draw arrow from cell %s to %s", from, to));
System.out.println(String.format("group coord %s %s", group.getLayoutX(), group.getLayoutY()));
// Note: (X,Y) -> (Column, Row) => access via (Y,X)
final Pane cellPane = gridView.getCellPane(gridView.getGridModel().getCell(((int) from.getY()), (int) from.getX() ));
final Pane cellPane2 = gridView.getCellPane(gridView.getGridModel().getCell((int) to.getY() , (int) to.getX()));
cellPane.setBackground(new Background(new BackgroundFill(Color.DARKGREEN, CornerRadii.EMPTY, Insets.EMPTY)));
cellPane2.setBackground(new Background(new BackgroundFill(RED, CornerRadii.EMPTY, Insets.EMPTY)));
Bounds n1InCommonAncestor = getRelativeBounds(cellPane, gridView);
Bounds n2InCommonAncestor = getRelativeBounds(cellPane2, gridView);
Point2D n1Center = getCenter(n1InCommonAncestor);
Point2D n2Center = getCenter(n2InCommonAncestor);
System.out.println(String.format("Draw arrow from coord %s to %s", n1Center, n2Center));
System.out.println(n1Center);
System.out.println(n2Center);
line.setStartX(n1Center.getX());
line.setStartY(n1Center.getY());
line.setEndX(n2Center.getX());
line.setEndY(n2Center.getY());
group.getChildren().add(line);
}
private Bounds getRelativeBounds(Node node, Node relativeTo) {
Bounds nodeBoundsInScene = node.localToScene(node.getBoundsInLocal());
return relativeTo.sceneToLocal(nodeBoundsInScene);
}
private Point2D getCenter(Bounds b) {
return new Point2D(b.getMinX() + b.getWidth() / 2, b.getMinY() + b.getHeight() / 2);
}
public static enum States {
EMPTY,
X,
O
}
}
(If have replaced the arrows with lines to reduce the code.)
There is a gist withe the code and a gradle buildfile:
https://gist.github.com/anonymous/c54b12ee04b7e45f2e9f58e9de1d1df0
It would be great if somebody could explain why does only work with 3x3. Is there any better option than a group?

Highlighting rectangle when more than half overlaps

I have a JavaFX application with a pane that contains rectangles. These rectangles can be moved by dragging the mouse.
When I drag a rectangle over another rectangle, I would like the second (background) rectangle to be highlighted. This works, see code below
private boolean moveInProgress;
private Point2D prevPos;
public void onMousePressed(MouseEvent event) {
setMouseTransparent(true);
Point2D point = new Point2D(event.getSceneX(), event.getSceneY());
if (!moveInProgress) {
moveInProgress = true;
prevPos = point;
LOG.debug("Mouse move started on location " + prevPos);
}
event.consume();
}
public void onMouseDragged(MouseEvent event) {
if (moveInProgress) {
Point2D point = new Point2D(event.getSceneX(), event.getSceneY());
this.toFront();
double[] translationVector = new double[2];
translationVector[0] = point.getX() - prevPos.getX();
translationVector[1] = point.getY() - prevPos.getY();
setTranslateX(getTranslateX() + translationVector[0]);
setTranslateY(getTranslateY() + translationVector[1]);
prevPos = point;
}
event.consume();
}
public void onMouseReleased(MouseEvent event) {
setMouseTransparent(false);
if (moveInProgress) {
moveInProgress = false;
}
event.consume();
}
public void onDragDetected(MouseEvent event) {
startFullDrag();
event.consume();
}
public void onMouseDragEntered(MouseDragEvent event) {
getStyleClass().add("drag-target");
event.consume();
}
public void onMouseDragExited(MouseDragEvent event) {
if (getStyleClass().contains("drag-target")) {
getStyleClass().remove("drag-target");
}
event.consume();
}
I would like to highlight the underlying rectangle when more than half of my dragging rectangle overlaps. In this picture, I would like to highlight the red rectangle, since the grey rectangle overlaps more than half of it.
The problem is that the MouseDragEntered and MouseDragExited events are fired based on my mouse position. When my mouse position is for example the black dot in the picture, my mouse events will only be fired when my mouse enters the red rectangle.
Can anyone give me some pointers how to highlight the red rectangle when during a drag action of the grey rectangle, more than half of it overlaps?
One approach is to have each rectangle observe the bounds of the rectangle that is being dragged. Then it's reasonably easy to do a computation using Shape.intersect (or by other means) to see if the rectangle is 50% covered by the rectangle being dragged. The tricky part here is adding the listeners to the rectangle being dragged and removing them again when the rectangle stops being dragged.
Here's a quick example. I think I have things set up a little differently from the way you have them set up, but you should be able to adapt this to your use case easily enough.
import java.util.Random;
import javafx.application.Application;
import javafx.beans.property.ObjectProperty;
import javafx.beans.property.SimpleObjectProperty;
import javafx.beans.value.ChangeListener;
import javafx.css.PseudoClass;
import javafx.geometry.Bounds;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Shape;
import javafx.stage.Stage;
public class DraggingHighlightRectangles extends Application {
private final Random rng = new Random();
private final ObjectProperty<Rectangle> draggingRectangle = new SimpleObjectProperty<>();
#Override
public void start(Stage primaryStage) {
Pane pane = new Pane();
pane.setMinSize(600, 600);
Button newRectButton = new Button("New Rectangle");
newRectButton.setOnAction(e -> pane.getChildren().add(createRectangle()));
BorderPane.setAlignment(newRectButton, Pos.CENTER);
BorderPane.setMargin(newRectButton, new Insets(5));
BorderPane root = new BorderPane(pane);
root.setBottom(newRectButton);
Scene scene = new Scene(root);
scene.getStylesheets().add("style.css");
primaryStage.setScene(scene);
primaryStage.show();
}
private Rectangle createRectangle() {
Rectangle rect = new Rectangle(rng.nextInt(400)+100, rng.nextInt(500)+50, 100, 50);
rect.setFill(randomColor());
rect.getStyleClass().add("rect");
ChangeListener<Bounds> boundsListener = (obs, oldBounds, newBounds) -> {
double myArea = rect.getWidth() * rect.getHeight() ;
Shape intersection = Shape.intersect(draggingRectangle.get(), rect);
Bounds intersectionBounds = intersection.getBoundsInLocal();
double intersectionArea = intersectionBounds.getWidth() * intersectionBounds.getHeight() ;
rect.pseudoClassStateChanged(PseudoClass.getPseudoClass("highlight"), intersectionArea >= 0.5 * myArea);
};
draggingRectangle.addListener((obs, oldRect, newRect) -> {
if (oldRect != null) {
oldRect.boundsInLocalProperty().removeListener(boundsListener);
}
if (newRect != null && newRect != rect) {
newRect.boundsInLocalProperty().addListener(boundsListener);
}
rect.pseudoClassStateChanged(PseudoClass.getPseudoClass("highlight"), false);
});
class MouseLocation { double x, y ; }
MouseLocation mouseLocation = new MouseLocation();
rect.setOnMousePressed(e -> {
draggingRectangle.set(rect);
rect.toFront();
mouseLocation.x = e.getX() ;
mouseLocation.y = e.getY() ;
});
rect.setOnMouseDragged(e -> {
rect.setX(rect.getX() + e.getX() - mouseLocation.x);
rect.setY(rect.getY() + e.getY() - mouseLocation.y);
mouseLocation.x = e.getX() ;
mouseLocation.y = e.getY() ;
});
rect.setOnMouseReleased(e -> draggingRectangle.set(null));
return rect ;
}
private Color randomColor() {
return Color.rgb(rng.nextInt(256), rng.nextInt(256), rng.nextInt(256));
}
public static void main(String[] args) {
launch(args);
}
}
My stylesheet, style.css, just contains
.rect:highlight {
-fx-fill: yellow ;
}

Transparent Stage should not minimized when clicked inside in Javafx

I am learning to create Screen Recording application in JavaFx. I want user to resize the rectangle to decide the screen capture area. I have made stage and scene Transparent by primaryStage.initStyle(StageStyle.TRANSPARENT); and scene.setFill(null); .
I am able to resize the rectangular section but the problem is When I click inside the stage, It gets minimized as it is transparent. How to solve this issue ?
I have seen this application screencast-o-matics and following the same. Please guide me on this.
Edit::
Code:
import java.awt.Toolkit;
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.HBox;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
import javafx.stage.StageStyle;
public class ScreenCaptureDemo extends Application {
Rectangle rectangle ;
double x0,y0;
public static void main(String[] args) {
launch(ScreenCaptureDemo.class);
}
#Override
public void start(final Stage primaryStage) throws Exception {
BorderPane borderPane = new BorderPane();
GridPane gridPane = new GridPane();
HBox box = new HBox();
Button button1 = new Button("button2");
Button button2 = new Button("Button3");
Button button = new Button("button");
box.getChildren().add(button);
box.getChildren().add(button1);
box.getChildren().add(button2);
rectangle = new Rectangle(500.0, 500.0);
rectangle.setStrokeWidth(2);
rectangle.setArcHeight(15.0);
rectangle.setArcWidth(15.0);
rectangle.setFill(Color.TRANSPARENT);
rectangle.setStroke(Color.RED);
rectangle.setStrokeWidth(5);
rectangle.getStrokeDashArray().addAll(3.0,13.0,3.0,7.0);
gridPane.add(rectangle, 0, 0);
gridPane.add(box, 0, 1);
borderPane.setCenter(gridPane);
Scene scene = new Scene(borderPane,Toolkit.getDefaultToolkit().getScreenSize().getWidth()-100,Toolkit.getDefaultToolkit().getScreenSize().getHeight()-100);
scene.setOnMouseDragged(mouseHandler);
scene.setOnMousePressed(mouseHandler);
primaryStage.setScene(scene);
primaryStage.initStyle(StageStyle.TRANSPARENT);
scene.setFill(null);
rectangle.setMouseTransparent(true);
rectangle.setPickOnBounds(true);
primaryStage.show();
}
void setScaleRect(double sX, double sY){
rectangle.setHeight(sY);
rectangle.setWidth(sX);
}
EventHandler<MouseEvent> mouseHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent mouseEvent) {
if (mouseEvent.getEventType() == MouseEvent.MOUSE_DRAGGED) {
double heightLowerLimit = rectangle.getHeight()-500;
double heightUpperLimit = rectangle.getHeight()+500;
double widthLowerLimit = rectangle.getWidth()-500;
double widthUpperLimit = rectangle.getWidth()+500;
if ((mouseEvent.getY() >heightLowerLimit && mouseEvent.getY() < heightUpperLimit) &&
(mouseEvent.getX() >widthLowerLimit && mouseEvent.getX() < widthUpperLimit)
) {
double scaleX = mouseEvent.getX();
double scaleY = mouseEvent.getY();
setScaleRect(scaleX, scaleY);
} else if ((mouseEvent.getY() >heightLowerLimit && mouseEvent.getY() < heightUpperLimit)
&& (mouseEvent.getX() <widthLowerLimit && mouseEvent.getX() > widthUpperLimit)) {
double scaleY = mouseEvent.getY();
double scaleX=rectangle.getWidth();
setScaleRect(scaleX, scaleY);
} else if (mouseEvent.getY() != rectangle.getHeight()
&& mouseEvent.getX() == rectangle.getWidth()) {
double scaleX = mouseEvent.getX();
double scaleY=rectangle.getHeight();
setScaleRect(scaleX, scaleY);
}
}
}
};
}
Thank you in advance
Fill the rectangle as
rectangle.setFill(Color.web("blue", 0.1));
// or more transparent
rectangle.setFill(Color.web("gray", 0.01));

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