patternjavaMinor
Hangman game background image possibly inefficient
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imagebackgroundpossiblyhangmaninefficientgame
Problem
I'm making a Hangman game and it seems that my code doesn't provide me much freedom with using layouts. I added an image to my
How can I make this code more efficient and give myself more freedom to change the layouts of my
```
/PACKAGE DECLARATION/
package Game;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
/****
GAME MECHANICS CLASS
***/
public class GameStructure {
/ INSTANCE DECLARATIONS /
private String []wordList = {"computer","java","activity","alaska","appearance","article",
"automobile","basket","birthday","canada","central","character","chicken","chosen",
"cutting","daily","darkness","diagram","disappear","driving","effort","establish","exact",
"establishment","fifteen","football","foreign","frequently","frighten","function","gradually",
"hurried","identity","importance","impossible","invented","italian","journey","lincoln",
"london","massage","minerals","outer","paint","particles","personal","physical","progress",
"quarter","recognise","replace","rhythm","situation","slightly","steady","stepped",
"strike","successful","sudden","terrible","traffic","unusual","volume","yesterday"};
private int []length = new int [64];
private JTextField tf;//text field instance variable (used)
private JLabel jl2;//label instance variable (used)
private JLabel jl3;//label instance (working on)
private String letter;
/***
LENGTH METHOD
/
public
JFrame then I added a JPanel to my image which I'm using for all the JLabels and JTextFields but it seems to me that it's inefficient because in order to change the layout of my JTextFields or JLabels I have to change the layout of my image which messes up the entire looks of the game.How can I make this code more efficient and give myself more freedom to change the layouts of my
JLabels and JTextFields without messing everything up?```
/PACKAGE DECLARATION/
package Game;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
/****
GAME MECHANICS CLASS
***/
public class GameStructure {
/ INSTANCE DECLARATIONS /
private String []wordList = {"computer","java","activity","alaska","appearance","article",
"automobile","basket","birthday","canada","central","character","chicken","chosen",
"cutting","daily","darkness","diagram","disappear","driving","effort","establish","exact",
"establishment","fifteen","football","foreign","frequently","frighten","function","gradually",
"hurried","identity","importance","impossible","invented","italian","journey","lincoln",
"london","massage","minerals","outer","paint","particles","personal","physical","progress",
"quarter","recognise","replace","rhythm","situation","slightly","steady","stepped",
"strike","successful","sudden","terrible","traffic","unusual","volume","yesterday"};
private int []length = new int [64];
private JTextField tf;//text field instance variable (used)
private JLabel jl2;//label instance variable (used)
private JLabel jl3;//label instance (working on)
private String letter;
/***
LENGTH METHOD
/
public
Solution
You will need to do two things:
Since I can't see your image, I can't make specific suggestions, but remember that you can layer multiple Layout Managers together.
- Split your image into multiple pieces that will be loaded into different panels.
- Use appropriate layout managers when adding components so that you can control how components are arranged. Layout Manager Guide
Since I can't see your image, I can't make specific suggestions, but remember that you can layer multiple Layout Managers together.
Context
StackExchange Code Review Q#37916, answer score: 4
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