Hello i have a little problem over here im trying to make a mouse listener and on mouse click the ball to come to the mouse pointer... i have maked a small "game" which is not bunch of confusing code... i have maked the ball to be controlled by the keyboard arrows but i want to use the mouse too, so when ill click somewhere in the area the ball to come to the mouse, here is the code...

package fungame;

import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.geom.Ellipse2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;

public final class FunGame extends JPanel implements MouseListener, ActionListener, KeyListener {

    Timer t = new Timer(5, this);
    int points = 20;
    double x = 0, y = 16, muvx = 0, muvy = 0;
    static int F_WIDTH = 800;
    static int F_HEIGHT = 600;
    static int BALL_SIZE_X = 40;
    static int BALL_SIZE_Y = 40;
    static int MIN_X = 0; // left - ball
    static int MIN_Y = 16; // up - ball
    static int MAX_X = 742; // right - ball
    static int MAX_Y = 521; // down - ball

    public static void main(String[] args) {

        JFrame f = new JFrame();
        FunGame fungame = new FunGame();
        f.add(fungame);
        f.setVisible(true);
        f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        f.setSize(F_WIDTH, F_HEIGHT);
    }

    public FunGame() {
        t.start();
        addMouseListener(this);
        addKeyListener(this);
        setFocusable(true);
        setFocusTraversalKeysEnabled(false);
    }

    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        Graphics2D graphics = (Graphics2D) g;
        graphics.fill(new Ellipse2D.Double(x, y, BALL_SIZE_X, BALL_SIZE_Y));
        g.drawString("|     Points: " + points, 170, 12);
        g.drawString("|     Time: ", 260, 12);
        g.drawLine(0, 15, 8000, 15);
    }

    public void up() {
        muvy = -2;
        muvx = 0;
    }

    public void down() {
        muvy = 2;
        muvx = 0;
    }

    public void left() {
        muvx = -2;
        muvy = 0;
    }

    public void right() {
        muvx = 2;
        muvy = 0;
    }

    @Override
    public void actionPerformed(ActionEvent e) {
        repaint();
        x += muvx;
        y += muvy;
        if (x < MIN_X) {
            x = MIN_X;
        }
        if (x > MAX_X) {
            x = MAX_X;
        }
        if (y < MIN_Y) {
            y = MIN_Y;
        }
        if (y > MAX_Y) {
            y = MAX_Y;
        }
    }

    @Override
    public void mousePressed(MouseEvent e) {
        if(e.getButton() == MouseEvent.BUTTON1) {
            int xpos = e.getX();
            int ypos = e.getY();
            System.out.println("Position: x: " + xpos + " y: " + ypos);
        }
    }

    @Override
    public void mouseReleased(MouseEvent e) {
        //code here
    }

    @Override
    public void mouseEntered(MouseEvent e) {
        //code here
    }

    @Override
    public void mouseExited(MouseEvent e) {
        //code here
    }

    @Override
    public void mouseClicked(MouseEvent e) {
        //code here
    }

    @Override
    public void keyTyped(KeyEvent e) {
        //code here
    }

    @Override
    public void keyReleased(KeyEvent e) {
        //code here
    }

    @Override
    public void keyPressed(KeyEvent e) {
        int code = e.getKeyCode();
        if (code == KeyEvent.VK_UP) {
            up();
        }
        if (code == KeyEvent.VK_DOWN) {
            down();
        }
        if (code == KeyEvent.VK_RIGHT) {
            right();
        }
        if (code == KeyEvent.VK_LEFT) {
            left();
        }
    }
}

so: actually, the problem is that you haven't written the code yet?
what is the concrete question you want to ask. if it is how to.

step 1: clear the screen.
step 2: get the right coordinates you clicked at
step 3: create a circle with the correct radius and that center
step 4: draw it.

short question: in your actionPerformed: why do you repaint before changing the values? it seems more logical to repaint after the new values are set.

I have the coordinates on mouse click and i have the ball already i need just the ball to move to the mouse cursor when ill put Graphics g in the mousePressed class its showing me error... so what should i do to make the ball move to the cursor

Just setting x and y to to mouse's coordinates should be enough - the next timer event will call repaint which will paint the ball at that position.

Can you show me in the code above how to do that ?

Come on now...
You have the x,y coordinates of the mouse click.
You have two variables: x and y that define the position of the ball
Set the position x and y equal to the mouse click coordinates

It's two simple assignment statements. You can do it.

I have this code but its shows me error at @Override

@Override
    public void mousePressed(MouseEvent e, Graphics g) {
        if(e.getButton() == MouseEvent.BUTTON1) {
            int xpos = e.getX();
            int ypos = e.getY();
            Graphics2D graphics = (Graphics2D) g;
            graphics.fill(new Ellipse2D.Double(xpos, ypos, BALL_SIZE_X, BALL_SIZE_Y));
            System.out.println("Position: x: " + xpos + " y: " + ypos);
        }
    }

That's because you changed the method signature (added the Graphics), so it's no longer a valid mousePressed method.
Perhaps you didn't read my previous two posts? What you are doing is nothing like what I posted.
Just set x and y equal to the mouse coordinates and leave the timer actionPerformed to call repaint() as usual. That's all it needs.

Oh i have not focussed on reading thank i have make it :)

@Override
    public void mousePressed(MouseEvent e) {
        if(e.getButton() == MouseEvent.BUTTON1) {
            int xpos = e.getX();
            int ypos = e.getY();
            x = xpos;
            y = ypos;
            System.out.println("Position: x: " + xpos + " y: " + ypos);
        }
    }
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