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Java Programming

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).

 

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