At the moment I'm currently re-writing a text-based program to have a GUI. One of the problems I am experiencing is that I want the program to wait until a certain condition is met. This condition can be met through the user clicking the "Walk" button until the player.walked attribute = 5. When using a text-based interface this is quite simple, use a while loop and inside have an input function.
while (player.getWalked() < 5) {
//wait for user input via terminal through the scanner.
}
However when using a GUI and wanting to follow the approach of the Model-View Controller (i.e. keeping game mechanics and user interface stuff separate) it becomes rather difficult. After attempting to implement a GUI My program keeps freezing as the while loop is now empty. I will attempt to evidence this below but it is rather confusing. I apologise if this is unprofessional.
World Class:
public static void play(Player player) throws FileNotFoundException, IOException, ClassNotFoundException{ // play method is the centralised place for all in-game simulation and user interaction.
welcome(player);
while (player.getWalked() <5) {
}
GUI Class:
Button walk_button = new Button("Walk");
walk_button.setBounds(195, 395, 100,100);
add(walk_button);
walk_button.addActionListener((new ActionListener(){
public void actionPerformed(ActionEvent evt) {
try{
label1.setVisible(false);
label.setText(player.interaction("W"));
label.setBounds(200,50,400,100);
}
catch (FileNotFoundException e) {System.out.println(e.getMessage());} catch (IOException e) {System.out.println(e.getMessage());} catch (ClassNotFoundException e) {System.out.println(e.getMessage());}
}
}));
Player class consisting of the interaction method:
public String interaction(String input) throws FileNotFoundException, IOException, ClassNotFoundException{
//String input = World.input("You have walked "+getWalked()+" miles so far.\nOnly "+(END_POINT - walked)+" miles until you reach the end of the town.\nPress 'w' to walk.\nPress 'c' to change weapon equipped.\nPress 's' to save and exit.");
if (input.equals("W")) {
return walk(World.dice(4,1));
}
If anyone can find a solution to this I would be much appreciated. The end goal is for the program to keep running (allow the player to keep pressing the "Walk" button) until the while loop is broken.
Thank you very much and apologies if this is rather long, confusing and unprofessional.
It's not a great idea to have empty while loops, so I would suggest checking the player's position with an if-statement in the same method where it is set (right after the button trigger actionPerformed), and then continuing from there. I can't give you a specific implementation though because I don't know what you want to do.
EDIT:To clarify, I meant something like this:
public void actionPerformed(ActionEvent evt) {
//set player's walked distance ...
//...
if (player.getWalked() > 5) {
//put all your logic here, or extract to a method
}
}
Side note: Instead of having multiple catch blocks where you do the same thing, just use FileNotFoundException | ClassNotFoundException | etc.
Related
I faced one problem which I’m struggling to solve.
Imagine simple game, where some object , lets call it car, remains motionless on X-axis ( x = 50 ) and is able to move only on Y-axis (up and down). At the same time, another objects are created beyond the screen at random point ( and move toward my first object ) , so their coordinates decrementing on X-axis. As soon as every object reaches my first object coordinates, some variable int scores; increments.
int scores;
if(cars.getX() == getCarPos_X() && cars.getY() != getCarPos_Y() )
scores++;
Basically this game looks like car which goes between other cars and avoid hitting, and counter scores increments every time my car pass next moving car.
So what is the problem?
I use timer which count time between repainting. All objects pass to the paintComponent where actually all graphic draw. In actionPerformed I call methods for all moves, and one method which checks if collision with another car occurred. In case of collision, game stops, and scores should be written in some txt file.
The problem is that while two objects have same coordinates, JVM write endless number of figures (scores) into the file ( I think it’s because coordinates stop decrementing and every timer interval it checks for collision and it’s == true , as game is stoped , and object remains where they are.)
So my scores in txt file looks like :
0
0
0
0
In one column.
Or it displays any score which I’ve got.
And so on...
Here is the crucial code snippet which I used
public void actionPerformed(ActionEvent e)
{
animate();
checkTouch();
}
private void animate()
{
//here code that creates obstacles and moves them
}
checkTouch()
{
//objects creating in some inner class Cars and add to ArrayList ( I don’t mention about it as it is beside the point )
for(Cars car : cars)
{
if((cars.getX() == getCarPos_X && cars. getY() == getCarPos_Y())
{
//boolean var which stops game
inGame = false;
writeScore();
}
}
}
public void writeScore()
{
File scoresTxt = new File("scores.txt");
FileWriter fw = null;
BufferedWriter bw = null;
try
{
fw = new FileWriter(scoresTxt, true);
bw = new BufferedWriter(fw);
bw.write(scores + "\n");
}catch (IOException e)
{
e.printStackTrace();
}finally
{
try
{
bw.flush();
bw.close();
fw.close();
}catch(IOException e)
{
e.printStackTrace();
}
}
}
public void paintComponent (Graphics g)
{
if(inGame)
{
g.drawImage(myCar, 50, 100, this);
for(Cars car : cars)
{
g.drawImage(obstacleCar, car.getX(), car.getY(), this);
}
}
}
Should you need some extra code I used, write comment and I’ll add it.
And again I need to fix bug which write endless column of numbers instead of one final score from the moment of collision.
What’s wrong with my code , and how to solve this problem?
Give me advice for simplest decision, as I’m beginner.
Thanks in advance!
If your timer is started like this, or something similar, the you could cancel it when the inGame variable becomes false. Nice article on timers.
TimerTask task = new TimerTask() {
public void run() {
if (!inGame)
cancel();
else
// whatever it is that you are doing now
}
};
You might also want to stop processing events in the actionPerformed(e) method in a similar way.
if (!inGame)
return;
So I am trying to run a code, open a GUI window, choose between two buttons, which set a value and then with this value continue the rest of the code.
I have seen similar questions or Tutorials, but I do not find the suitable solution for my problem.
As I have already seen, JFrame, ActionListener and ActionEvent have to be used in order to make a GUI with a button.
An Object which extends JFrame and implements ActionListener is writen in the main method.
The Problem is, that the code writen in the main method opens the GUI window and continues to run. I just want that the code waits till the user clicks a button and then continue.
A sub-solution is, to write the code that I want in the actionPerformed method but:
The GUI window remains open, after the selection of a button
It makes no sense to me to write the rest of the code in the actionPerformed method.
Or to write a while loop until a button is clicked. A more sensible solution has to exist that I am not aware of or I do not understand the way this should work.
Here is a part of the code.
#Override
public void actionPerformed(ActionEvent e) {
if(e.getSource() == testStringA) {
setVariableTo = "testString_a";
try {
runMethodWithNewVariable(setVariableTo);
} catch (IOException e1) {
e1.printStackTrace();
}
System.exit(0);
} else {
setVariableTo = "project";
try {
runMethodWithNewVariable(setVariableTo);
} catch (IOException e1) {
e1.printStackTrace();
}
System.exit(0);
}
}
Instead of a JFrame, why don't you use a JOptionPane (showOptionDialog) with two buttons, "string A" and "project" instead of "Yes" and "No", for example?
JOptionPanes like "show Option Dialog" are intrinsically blocking. If you put one in your main() method, execution will "wait" for the user to select something in the dialog and the dialog will return an indicator to what was selected before execution in main() continues.
At the begining of your program, show a modal JDialog to the user! You can do this using JOptionPane.show() methods, like this:
String[] buttonTexts = {"first","second"}; //create the button texts here
//display a modal dialog with your buttons (stops program until user selects a button)
int userDecision = JOptionPane.showOptionDialog(null,"title","Select a button!",JOptionPane.DEFAULT_OPTION,JOptionPane.PLAIN_MESSAGE,null,buttonTexts,buttonTexts[0]);
//check what button the user selected: stored in the userDecision
// if its the first (left to right) its 0, if its the second then the value is 1 and so on
if(userDecision == 0){
//first button was clicked, do something
} else if(userDecision == 1) {
//second button was clicked, do something
} else {
//user canceled the dialog
}
//display your main JFrame now, according to user input!
You basically have two threads running - the main thread and the GUI thread. You don't explicitly create the GUI thread but it is there.
You can use a number of techniques to synchronise these two threads. The most basic is the good old synchronized, wait and notify. Something a Semaphore can also be used. In the main thread you would create the GUI and wait until a condition is met. In the GUI thread (i.e. actionPerformed) you would notify.
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 don't know if the title actually makes my problem clear. I'm making a card game application. When the user and the computer both have played their cards off they should remain on the screen there for a certain until the computer plays the next card off.
I tried to solve this problem using thread.sleep() in try catch. And it's basically doing what it's supposed to do but it's not what I want it to do. The delay isn't between the computer playing one card and then the second one off. It is between the user pushing the button (for a card) and the appearance of this card on screen.
Here is the relevant code:
private void jButton1ActionPerformed(java.awt.event.ActionEvent evt) {
jLabel1.setIcon(//new Icon of the card);
jPanel1.remove(jButton1);
jLabel2.setIcon(//new Icon of the card);
if(//proving whether the computer played the highest amount off)
{
disableButtons();
sleep();//waiting for a certain time...
playCard();//...until playing the next card off
}
}
public void sleep()
{
try
{
Thread.sleep(500);
} catch (InterruptedException e)
{
}
}
Welcome to StackOverflow. If you sleep in the UI thread, the UI will not reflect all your drawing commands until you enter the main loop again. Look into swing timers.
This is a follow up to a previous question I had. I have a Battleships game with two boards. When the user clicks on the computer board an action occurs, along these lines:
public void mouseClicked(MouseEvent e)
// Get coordinates of mouse click
if (//Set contains cell) {
/add Cell to set of attacked cells
//Determine if set contains attacked cell.
// If yes, hit, if no, miss.
checkForWinner();
The checkForWinner method determines if the game has been won yet. If it hasn't it calls a nextTurn method which changes the current turn. If the currentTurn is set to Computer, a ComputerMove() method is automatically called.
When that method finishes, it again checksforWinner, changes turn and waits for the user to click on the grid to start the cycle again.
Ideally, I'd like to have sound effects, or at the very least a pause between moves. However, no matter how I use Thread.sleep, or TimerTask, or anything else, I can't get it to function correctly.
If I use a simple Thread.sleep(500) in the CheckforWinner method, or in the ComputerMove method, all that happens is the human's go is delayed for the set amount of time. As soon as his move is executed the computer's move is completed immediately.
I know very little about threads but I assume this is because all the initiation of the bouncing back and forth between methods begins with a method in the mouse listener.
Given the set up of my system, is there a way to implement a delay without radically changing things?
Edit: May as well include the classes:
public void checkForWinner() {
if (human.isDefeated())
JOptionPane.showMessageDialog(null, computer.getName() + " wins!");
else if (computer.isDefeated())
JOptionPane.showMessageDialog(null, human.getName() + " wins!");
else
nextTurn();
}
public void nextTurn() {
if (currentTurn == computer) {
currentTurn = human;
} else {
currentTurn = computer;
computerMove();
}
}
public void computerMove() {
if (UI.currentDifficulty == battleships.UI.difficulty.EASY)
computerEasyMove();
else
computerHardMove();
}
public void computerEasyMove() {
// Bunch of code to pick a square and determine if its a hit or not.
checkForWinner();
}
Ideally, I'd like to have sound effects, or at the very least a pause between moves. However, no matter how I use Thread.sleep, or TimerTask, or anything else, I can't get it to function correctly.
You should be using a Swing Timer. Something like:
Timer timer = new Timer(1000, new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
currentTurn = computer;
computerMove();
}
});
timer.setRepeats(false);
timer.start();