2.13.6 Random Color Square
Write a program that draws a random color square centered on the graphics canvas. The sides of the square should be SIDE_LENGTH.
(Hint: Use the Randomizer to get a random color for the square.)
Quick Docs
// Random integer between low and high
Randomizer.nextInt(low, high);
Randomizer.nextBoolean();
Randomizer.nextFloat(low, high);
Randomizer.nextColor();
var roll = Randomizer.nextInt(1,6);
var color = Randomizer.nextColor();
// Create a canvas
var canvas = createCanvas(400, 400);
// Draw a random color square
fill(color);
rectMode(CENTER);
rect(200, 200, SIDE_LENGTH, SIDE_LENGTH);
i think you still have to get the random color, but you get the idea
i write js sometimes for my job. this basically makes my job obsolete lol
To write a program that draws a random color square centered on the graphics canvas, you can make use of the following steps:
1. Define a constant for the side length of the square. Let's call it `SIDE_LENGTH`. You can assign any value you want, such as 100.
2. Import the necessary library for drawing graphics, such as `java.awt.*` and `javax.swing.*`.
3. Create a class that extends `JPanel` to create a canvas for drawing graphics.
4. Override the `paintComponent` method of the `JPanel` to draw the square. Inside this method, follow these steps:
a. Create an instance of `Randomizer` to generate random values.
b. Generate a random color using the `Randomizer.nextColor()` method and store it in a variable, let's call it `color`.
c. Calculate the top left corner coordinates of the square by subtracting half of the `SIDE_LENGTH` from the width and height of the canvas. You can get the width and height of the canvas using `getWidth()` and `getHeight()` methods.
d. Set the color of the graphics object to `color` using `g.setColor(color)`.
e. Draw a rectangle using `g.fillRect(x, y, SIDE_LENGTH, SIDE_LENGTH)`, where `x` and `y` are the coordinates of the top left corner of the square.
5. Create a `JFrame` to hold the canvas and add the instance of your custom `JPanel` to it.
6. Set the size of the `JFrame` to accommodate the square, for example, `frame.setSize(SIDE_LENGTH + 20, SIDE_LENGTH + 40)`.
7. Set the visibility of the `JFrame` to true using `frame.setVisible(true)`.
Below is an example implementation using these steps:
```java
import java.awt.*;
import javax.swing.*;
public class RandomColorSquare extends JPanel {
private static final int SIDE_LENGTH = 100;
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Randomizer randomizer = new Randomizer();
Color color = randomizer.nextColor();
int x = (getWidth() - SIDE_LENGTH) / 2;
int y = (getHeight() - SIDE_LENGTH) / 2;
g.setColor(color);
g.fillRect(x, y, SIDE_LENGTH, SIDE_LENGTH);
}
public static void main(String[] args) {
JFrame frame = new JFrame("Random Color Square");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
RandomColorSquare square = new RandomColorSquare();
frame.add(square);
frame.setSize(SIDE_LENGTH + 20, SIDE_LENGTH + 40);
frame.setVisible(true);
}
}
```
With this program, each time you run it, a random color square with the specified side length will be drawn on the screen.