I have a few animated objects.
I use a custom class to store their ImageViews and ObjectAnimators
And I have a method for pausing them.
It looks pretty simple:
public void pause_animations(View view) {
for (int i = 0; i < num_of_objects; i++) {
objects[i].animator.pause();
}
}
This method being called in 2 cases:
As a button onClick.
At some random time.
When I press a button and this code runs - everything works perfectly. All objects stop their moving.
But in the second case, objects just freeze and teleport.
UPDATE. I have a touch listener. Every time user touches screen, a method try_to_pause(); runs.
private void try_to_pause() {
if (number_of_touches % touches_to_pause == 0) {
pause_animations(null);
}
}
From the documentation of the Animator#pause() method, another reason may be that you started the animation from a different thread than main (emphasis is mine).
Pauses a running animation. This method should only be called on the same thread on which the animation was started.
Related
I'm trying to break a special case that makes this code recursive.
I have a Javafx game where there are human and computer players each play when it's his turn and there can be many rounds.
A computer is supposed to play automatically and move to the next player immediately and show no direct indication to the UI (but it's possible to review what it did afterwards).
The problem is in the case where there are only computer players, we will come here the moment the currentBoardPane was loaded, enter the condition since all players are computers, set the board of the next player, and then without finishing the call, call this same function again:
currentBoardPane.addListener((e) -> {
if(gameManager.checkIfCurrentPlayerIsComputer()){
gameManager.playAutoMovesForCurrentPlayer();
gameManager.setNextPlayer(); // it does current player property = next player
//update board on scene
currentBoardPaneIndex = ((currentBoardPaneIndex + 1) % gameManager.getPlayers().size());
currentBoardPane.setValue(boardPanes.get((currentBoardPaneIndex))); //this is a recursive call
}
});
Instead of this, if I subscribe a listener to the currentPlayer property in GameManager then I still need to call setNextPlayer() from that listener which is again recursive.
I can make a special case if all players are a computer, then run the game from a while(true){} instead of listeners and binds but there has to be a better way to break this recursion.
Is there a way to not get into recursion while still having listeners and binds?
Notes:
currentBoardPane signifies the current game board on the screen and it's an ObjectProperty.
Making the following assumptions about your code:
Everything is currently running on the FX Application Thread
The currentBoardPane.setValue(...) causes the UI to update (so you update the UI each move)
then a "quick and dirty" way to do this is:
currentBoardPane.addListener((e) -> {
if(gameManager.checkIfCurrentPlayerIsComputer()){
gameManager.playAutoMovesForCurrentPlayer();
//update board on scene
Platform.runLater(() -> {
gameManager.setNextPlayer(); // it does current player property = next player
currentBoardPaneIndex = ((currentBoardPaneIndex + 1) % gameManager.getPlayers().size());
currentBoardPane.setValue(boardPanes.get((currentBoardPaneIndex))); //this is a recursive call
});
}
});
This delegates the updates to a new Runnable, schedules that runnable to execute on the FX Application Thread, and exits the handler immediately. Thus the call to currentBoardPane.setValue(...) is executed later and is no longer recursive.
In fact, if you do just a little more work:
private final Executor aiExecutor = Executors.newSingleThreadExecutor();
// ...
currentBoardPane.addListener((e) -> {
if(gameManager.checkIfCurrentPlayerIsComputer()){
Task<Void> makeMoveTask = new Task<Void>() {
#Override
protected Void call() {
gameManager.playAutoMovesForCurrentPlayer();
return null ;
}
};
makeMoveTask.setOnSucceeded(e -> {
//update board on scene
gameManager.setNextPlayer(); // it does current player property = next player
currentBoardPaneIndex = ((currentBoardPaneIndex + 1) % gameManager.getPlayers().size());
currentBoardPane.setValue(boardPanes.get((currentBoardPaneIndex))); //this is a recursive call
});
aiExecutor.execute(makeMoveTask);
}
});
then this is exactly the code you would use if computing the move took enough time that it would not be acceptable to block the UI while it was happening. (And if computing the move takes very little time, this will still work just fine.) This assumes that playAutoMovesForCurrentPlayer() doesn't update the UI.
I have a problem with my java game. I’m beginner, but i have to write it as a school project.
Game is called „Birthday Cake” there is 7 candles on the cake and randomly one of it is showing for let say 30s and during this time u have to click on it to get point, if u don’t click on it during this time next candle will show. Game end when 10 candle shows.
I made for loop and i tried to make it work for sooo long that I’m dying from frustration
my for loop works but it is so fast that i use Thread.sleep(1000), i tried lots of solutions it looks ok. BUT when i start my game nothing is happening and after few seconds all 7 candles shows and quickly disappear. I think I’m doing something wrong, but i have no idea what.
if(Dane.start){
int liczbaLosowa = 0;
for(int i=0; i<10 ;i++){
liczbaLosowa = (int)(Math.random()*7);
this.wspX= wspX_p[liczbaLosowa];
this.wspY= wspY_p[liczbaLosowa];
g2d.drawImage(plomienImg, wspX, wspY,null);
Toolkit.getDefaultToolkit().sync();
try {
Thread.sleep(1000);
} catch (Exception ex) { }
//repaint();
}
Dane.start=false;
}
this loop is inside JPanel paintComponent...
Never,
Never,
NEVER
call Thread.sleep(...) inside of paintComponent ever. Please understand that this method largely determines the perceived responsiveness of your program and anything that slows it down or freezes it will severely slow down and freeze your GUI. In fact you should never call Thread.sleep inside the code of most Swing programs (all that runs on the Swing event thread) but doing so in paintComponent is an even worse sin. The solution is to use a Swing Timer, and put code that you want to be called repeatedly at regular intervals inside of the Timer's ActionListener's actionPerformed code. Within this method, change the value held by fields within your class, for instance wspX and wspY, call repaint(), and then use those fields inside of paintComponent to determine what gets painted where.
Thread.sleep() is a bad call which can lead into many problems. i was told to never use it. instead i will show you the way i do my game loops. it might not be the perfect game loop but it is good.
i recommand implemets runnable and putting your loop in your run method.
public void run(){
init(); //initialisation of images, sound..etc. will be executed once only
int fps = 60 //number of update per second.
double tickPerSecond = 1000000000/fps;
double delta = 0;
long now;
long lastTime = System.nanoTime();
while(running){
now = System.nanoTime();
delta += (now - lastTime)/tickPerSecond;
lastTime = now;
if(delta >= 1){
tick();
render();
delta--;
}
}
}
private void init(){
//initialisation image, sound, loading world, generate maps....etc
}
private void tick(){
//tick player, world, entities..etc
}
private void render(){
//render graphics.
}
also dont forget to create start and stop method for the thread. you can change the fps to what number you would like, no need to go higher than 60.
I'm facing a problem since many days without finding an anwser.
In the code i will not put all my code because it will just complicate the question.
I have a game class which is rendering each frame.
public class MyGame implements ApplicationListener {
#Override
public void render() {
//handling event
handleEvent();
//update player position
updatePlayerPosition();
//rendering the player using a batch
renderPlayer();
}
public void handleEvent(){
//when the player prees on C i'm calling a method in another class
// when i do some processing
if (Gdx.input.isKeyPressed(Keys.C)) {
OtherClassForProcessing() ocp = new OtherClassForProcessing();
ocp.process();
}
}
//in this method i have to ask the user to choose an option
//i have to think to stop running this method until the
// user choose an option
//this method has to return a value
public static int displayChoice(List<Integer> ListOfInteger){
return 0;
}
}
public Class OtherClassForProcessing(){
public void process(){
int value= MyGame.displayChoice() ;
}
}
The question is how can i ask the user to choose an option in the displayChoice method.
What kind of widget will do this work.
I tried to use another screen for that , but the methode don't stop running .
How can i ask the program to stop until the user choose an option.
Thank you
what i tried is :
#Override
public static int displayChoice(List<Integer> ListOfInteger){
//i change the screen when i ask the user to choose from many options
setScreen(new PauseScreen());
a wile loop hwo run until the user choose an option from the other screen
while(PauseScreen.notYetChoosen){
Gdx.app.log("display message ", "the user not yet choose an ption");
}
return PauseScreenValue;
}
When i put the while loop:
the screen don't change from the game to the PauseScreen.
the loop run without stoping
the screen block
But when i remove the while loop the screen change to the PauseScreen but the method finish without waiting the user to choose an option.
EDIT
i tried to avoid using another screen unfortunantly even when i used a window the screen block
You can use a separate screen for this, I do not know your code structure exactly but here is how you can do it conceptually if you were trying to get input from a "pop up" or "pause screen" or something of that nature.
Inside of your Game Screen have a boolean which will be set when your "pop up" is displayed, for example isPaused, then you can use this boolean to skip over game logic while waiting for the screen to receive input.
For a more elegant approach you can use Game States which can represent which state your game is in. You can have a PLAYING state, GETTING_INPUT state, etc. Then you can run game logic depending on which state you are in.
EXAMPLE:
public void update (float deltaTime) {
if (deltaTime > 0.1f) deltaTime = 0.1f;
switch (state) {
case GAME_READY:
updateReady();
break;
case GAME_RUNNING:
updateRunning(deltaTime);
break;
case GAME_PAUSED:
updatePaused();
break;
case GAME_LEVEL_END:
updateLevelEnd();
break;
case GAME_OVER:
updateGameOver();
break;
}
}
EXAMPLE SOURCE AND MORE INFO:
LIBGDX SuperJumper Demo
https://github.com/libgdx/libgdx-demo-superjumper/blob/master/core/src/com/badlogicgames/superjumper/GameScreen.java
Response to your edit
The reason your code is not changing is because you have a while loop printing out to the Gdx Log until input is taken so your code is stuck in that while loop.
If you want to go this route, you can set a 'pause' variable inside your Game Screen to true and then set your screen to the pause screen. Inside of your Game Screens update logic, tell it not to update if paused.
public void update()
{
if(!paused)
{
//game logic
}
}
I'm having a problem I'm making a pool game and I need the ballos to react when I simulate a hit, the program works like this, you click the direction and power to hit the ball and the click go, the go button is in the GUI class where my labels are created, the button calls a method from my main class that recieves the parameter and then with a while in it, changes the X and Y of the ball till the power is reduced to 0 and then stops, the code is working, but the ball moves until the while stops. So the while works and when the power int is 0 the while goes out and then the new X,Y are painted.
This is the funcion that the button calls, the button sends all the parameters
public void golpe(int pbola, int pvelocidad, String pdireccion, JLabel[] listalabels) throws InterruptedException{
listabolas[pbola].setVelocidad(pvelocidad);
listabolas[pbola].setDireccion(pdireccion);
while (listabolas[pbola].getVelocidad() > 0) {
moverBola(pbola, listalabels);
//System.out.println(listabolas[pbola].getPosX());
//System.out.println(listabolas[pbola].getPosY());
Thread.sleep(500);
//This line is supposed to change the X and Y of the object over and over
//but only does it till the end
listalabels[pbola].setLocation(listabolas[pbola].getPosX(), listabolas[pbola].getPosY());
}
}
Here is the function moverbola(), only copied one "if" so that the code doesn't look to big
private void moverBola(int pbola, JLabel[] listalabels) {
if (listabolas[pbola].getDireccion().equals("SE")) {
int pposX = listabolas[pbola].getPosX();
listabolas[pbola].setPosX(pposX + 1);
int pposY = listabolas[pbola].getPosY();
listabolas[pbola].setPosY(pposY + 1);
}
Swing is a single threaded framework. That is, all interactions with UI are expected to occur from within a single thread, known as the Event Dispatching Thread.
Any action that blocks this thread, will prevent the EDT from updating the screen or processing any new events.
Your while-loop is blocking the EDT, preventing it from painting any updates until after the while-loop is completed.
Take a look at Concurrency in Swing for more details.
There are a number of approaches you could take...
You could use a Thread, but this causes problems as you need to ensure that any changes you make to the UI are re-synced back to the EDT and this can become messy...
For example
You could use a javax.swing.Timer that ticks at a regular interval and you would update any internal parameters from within it's assigned ActionListener. Because the tick events occur within the EDT, it is save to update the screen from within it.
For example
You could use a SwingWorker to run the task in the background. It has methods for re-syncing updates back to the EDT, but might be a little over kill for your purposes...
Updated with a possible Timer example
Caveat- It is very hard to produce a reasonable example with only a code snippet, but, something like this might work
public void golpe(final int pbola, int pvelocidad, String pdireccion, final JLabel[] listalabels) throws InterruptedException{
listabolas[pbola].setVelocidad(pvelocidad);
listabolas[pbola].setDireccion(pdireccion);
Timer timer = new Timer(40, new ActionListener() {
public void actionPerformed(ActionEvent evt) {
if (listabolas[pbola].getVelocidad() == 0) {
((Timer)evt.getSource()).stop();
} else {
moverBola(pbola, listalabels);
}
}
});
timer.setRepeats(true);
timer.start();
}
This question refers to andengine GL-ES1.
I am having trouble making a wallpaper activity that refreshes when your return to it, or when the user performs actions in the game.
My game has two activities. In one, you can edit and arrange the background elements in a room. In the other you play the game, and it uses the same background with the elements you arranged in the first activity.
There is also a live wallpaper in which your room is the background and characters move around in front of it.
I am making updtaes in onResume() in the wallpaper.
first I detach all the backgroudn sprites i used before.
Then I attach new sprites in the updated positions.
What happens is: some of the sprites don't show up.
Here is the method: Can you see anything I'm doing wrong?
private void loadBackgroundDecorations() {
//Add new decorations
Log.d(TAG, "loadBackgoundDecorations");
mEngine.runOnUpdateThread(new Runnable() {
#Override
public void run() {
// Remove Old Decorations
Log.d(TAG, "loadBackgoundDecorations: decorationList.size() =" + decorationList.size());
while(decorationList.size() > 0){
Sprite d = decorationList.remove(0);
scene.detachChild(d);
Log.d(TAG, "loadBackgoundDecorations: detachChild");
}
decorationList.clear();
//Add new decorations
ArrayList<Integer> decorations = app.getBackgroundManager().getDecorations();
Log.d(TAG, "loadBackgoundDecorations: decorations.size()" +decorations.size());
for (int i = 0; i < decorations.size(); i+=3) {
Log.d(TAG, "Decoration Values: texture-"+decorations.get(i)+", x-"+decorations.get(1+i)+", y-"+decorations.get(2+i));
Sprite draggable = new Sprite(decorations.get(1+i),decorations.get(2+i),mGameTextureRegionLibrary.get(decorations.get(i)));
draggable.setIgnoreUpdate(true);
scene.attachChild(draggable,0);
decorationList.add(draggable);
Log.d(TAG, "loadBackgoundDecorations: attachChild"+ i);
}
}
});
}
#Override protected void onResume() {
super.onResume();
Log.d(TAG, "onResume");
BitmapTextureAtlasTextureRegionFactory.createFromAsset(mTexture, this, app.getAquariumBackground(), 0, 0);
addBubbles();
loadBackgroundDecorations();
addCharacters()
}
============ UPDATE =================
As some people have suggested below, I tried adding all the scene setup functions into the runnable. This has no effect. What has worked for me is to set the "wrong" decorations visible property to "false". But I am worried that this will eventually cause a memory leak as more and more duplicates of the sprites are hidden on the wallpaper.
The problem only exists when I call "detachChild". For some reason that seems to prevent "attachChild" from firing correcly. Anybody have ideas for what could be causing this?
Can anyone else create an activity that adds and removes sprites in the onResume function?
I am fairly certain that the error has to do with your onResume method. The order you have your methods in is
addBubbles();
loadBackgroundDecorations();
addCharacters()
but your loadBackgroundDecorations uses a runnable so there is no guarantee that the method will run in between.
My Explanation:
From what I understand both addCharacter and addBubbles will be running on the UIthread whereas the loadBackgroundDecorations method will run on the update thread. The two threads will go through the methods at different times and that is where you are seeing some inconsistencies.
To Fix:
Put addBubbles and addCharacters in the same runnable in the order that you want and it should work as expected.