The answer will vary slightly depending on whether the application or applet is using AWT or Swing.
(Basically, classes that start with J
such as JApplet
and JFrame
are Swing, and Applet
and Frame
are AWT.)
In either case, the basic steps would be:
Image
object.Component
you want to draw the background in.Step 1. Loading the image can be either by using the Toolkit
class or by the ImageIO
class.
The Toolkit.createImage
method can be used to load an Image
from a location specified in a String
:
Image img = Toolkit.getDefaultToolkit().createImage("background.jpg");
Similarly, ImageIO
can be used:
Image img = ImageIO.read(new File("background.jpg");
Step 2. The painting method for the Component
that should get the background will need to be overridden and paint the Image
onto the component.
For AWT, the method to override is the paint
method, and use the drawImage
method of the Graphics
object that is handed into the paint
method:
public void paint(Graphics g)
{
// Draw the previously loaded image to Component.
g.drawImage(img, 0, 0, null);
// Draw sprites, and other things.
// ....
}
For Swing, the method to override is the paintComponent
method of the JComponent
, and draw the Image
as with what was done in AWT.
public void paintComponent(Graphics g)
{
// Draw the previously loaded image to Component.
g.drawImage(img, 0, 0, null);
// Draw sprites, and other things.
// ....
}
Simple Component Example
Here's a Panel
which loads an image file when instantiated, and draws that image on itself:
class BackgroundPanel extends Panel
{
// The Image to store the background image in.
Image img;
public BackgroundPanel()
{
// Loads the background image and stores in img object.
img = Toolkit.getDefaultToolkit().createImage("background.jpg");
}
public void paint(Graphics g)
{
// Draws the img to the BackgroundPanel.
g.drawImage(img, 0, 0, null);
}
}
For more information on painting: