Manipulating the number of rows and columns in GridPane - java

I initialized rowSize (number of rows) and colSize (number of columns) inside the MapTest class. I created 3 methods: startStage1(), startStage2() and startStage3(); each is assigned to a button. Each method assigns the rowSize and colSize to a new integer.
I want to be able to the re-size of my GridPane whenever I click a button but it does not works that way.
What could I have done differently?
import javafx.application.Application;
import javafx.event.Event;
import javafx.event.EventHandler;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.input.KeyEvent;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class MapTest extends Application implements EventHandler<KeyEvent> {
static Stage theStage;
static Scene scene1, scene2;
// top box
HBox topBox = new HBox();
// bottom box
HBox bottomBox = new HBox();
// grid dimensions (I'm trying to manipulate these variables)
int rowSize;
int colSize;
int tileSize;
GridPane gridPane;
GridMapT gridMap;
#Override
public void start(Stage firstStage) throws Exception {
theStage = firstStage;
// scene 2 //////////////
Label label2 = new Label("scene 2: choose a stage");
Button stage1_btn = new Button("Room 5x5");
Button stage2_btn = new Button("Room 7x7");
Button stage3_btn = new Button("Room 10x10");
Button button5 = new Button("Exit");
stage1_btn.setOnAction(e -> {
startStage1();
});
stage2_btn.setOnAction(e -> {
startStage2();
});
stage3_btn.setOnAction(e -> {
startStage3();
});
button5.setOnAction(e -> System.exit(0));
// Layout1
VBox layout = new VBox(20);
layout.setAlignment(Pos.CENTER);
layout.getChildren().addAll(label2, stage1_btn, stage2_btn, stage3_btn, button5);
scene1 = new Scene(layout, 800, 600);
// Scene 3 ////////////////////
// top box
Label title = new Label("Map test");
topBox.getChildren().add(title);
// bottom box
Label instruction = new Label("");
bottomBox.getChildren().add(instruction);
// scene 3
BorderPane gameScreen = new BorderPane();
scene2 = new Scene(gameScreen);
// set up gridPane
gridPane = new GridPane();
gridMap = new GridMapT(rowSize, colSize);
for (int x = 0; x < rowSize; x++) {
for (int y = 0; y < colSize; y++) {
String grid = gridMap.getMap()[x][y];
// floor labels
if (grid == "floor") {
Label table = new Label("F");
table.setMinWidth(tileSize);
table.setMinHeight(tileSize);
gridPane.add(table, x, y);
}
// wall labels
if (grid == "wall") {
Label table = new Label("W");
table.setMinWidth(tileSize);
table.setMinHeight(tileSize);
gridPane.add(table, x, y);
}
}
}
////// ////////////////////////////////////////////////////////////////////////
// add a clickable reset and Debug Mode to bottom box
Button resetBtn = new Button();
resetBtn.setText("Quit game");
bottomBox.getChildren().add(resetBtn);
resetBtn.addEventHandler(MouseEvent.MOUSE_CLICKED, new EventHandler<Event>() {
#Override
public void handle(Event event) {
try {
restart(firstStage);
} catch (Exception e) {
e.printStackTrace();
}
}
});
// keyboard input
scene2.setOnKeyPressed(this);
// setting up the whole borderPane
gameScreen.setTop(topBox);
gameScreen.setBottom(bottomBox);
gameScreen.setCenter(gridPane);
// set scene1 as start up screen
firstStage.setScene(scene1);
firstStage.show();
}
// restart method
public void restart(Stage stage) throws Exception {
topBox.getChildren().clear();
bottomBox.getChildren().clear();
gridPane.getChildren().clear();
gridMap = new GridMapT(rowSize, colSize);
start(stage);
}
///////////////////////////////////////////////////////////////////////////////////////
// stage setting methods
public void startStage1() {
rowSize = 21;
colSize = 21;
tileSize = 40;
theStage.setScene(scene2);
}
public void startStage2() {
rowSize = 29;
colSize = 29;
tileSize = 30;
theStage.setScene(scene2);
}
public void startStage3() {
rowSize = 41;
colSize = 41;
tileSize = 20;
theStage.setScene(scene2);
}
#Override
public void handle(KeyEvent event) {
// TODO Auto-generated method stub
}
public static void main(String[] args) {
launch(args);
}
/////////////////////////////////////////////////////////////////////////////////////////////////
// GridMap Class
public class GridMapT {
private String[][] map;
public GridMapT(int rowSize, int colSize) {
this.map = new String[rowSize][colSize];
// set up wall and fog
for (int i = 0; i < rowSize; i++) {
for (int j = 0; j < colSize; j++) {
if (i % 4 == 0 || j % 4 == 0) {
map[i][j] = "wall";
} else {
map[i][j] = "floor";
}
}
}
}
public String[][] getMap() {
return map;
}
}
}

I made a couple of changes to your code and made it work.
Firstly Application#start method should not be called by anybody but system. It is your app's entry point and calling it manually breaks app's lifecycle.
Secondly there's no need to create GridMapT instance in start method just because you don't know by the time it runs how many columns and rows there should be. And that's why there's no need to put map into your GridPane here too.
Thirdly you need to create new GridMapT instance or change existing any time you need to update your map. So after you created new map or updated existing (added or removed items) you need to put it into your GridPane. Both pieces of code that creates map and updates grid seems to be ok, but they are called at the wrong time and in the wrong place.
Lastly int type is a primitive in Java. Changing any int value affects only it and you still need to recreate and/or update anything that depends on it manually. This means that you need manually create/update map with new colSize and rowSize values each time you change them. If you create new map you need manually pass it to your GridPane instance.
In general your app's logic should look like that:
Create stage, scenes, components.
Show first scene
Wait for user's input (click, size, etc.)
Update second scene
Show second scene
Wait for user's input (click Quit)
Close second scene
Repeat 3-7 according to user's actions
There are still a couple of things that can be done better here and I wish you luck to find and improve them :)
Improved code:
public class Test extends Application implements EventHandler<KeyEvent>{
static Stage theStage;
static Scene scene1, scene2;
// top box
HBox topBox = new HBox();
// bottom box
HBox bottomBox = new HBox();
// grid dimensions (I'm trying to manipulate these variables)
int rowSize;
int colSize;
int tileSize;
GridPane gridPane;
GridMapT gridMap;
#Override
public void start(Stage firstStage) throws Exception{
theStage = firstStage;
// scene 2 //////////////
Label label2 = new Label("scene 2: choose a stage");
Button stage1_btn = new Button("Room 5x5");
Button stage2_btn = new Button("Room 7x7");
Button stage3_btn = new Button("Room 10x10");
Button button5 = new Button("Exit");
stage1_btn.setOnAction(e -> {
startStage1();
});
stage2_btn.setOnAction(e -> {
startStage2();
});
stage3_btn.setOnAction(e -> {
startStage3();
});
button5.setOnAction(e -> System.exit(0));
// Layout1
VBox layout = new VBox(20);
layout.setAlignment(Pos.CENTER);
layout.getChildren().addAll(label2, stage1_btn, stage2_btn, stage3_btn, button5);
scene1 = new Scene(layout, 800, 600);
// Scene 3 ////////////////////
// top box
Label title = new Label("Map test");
topBox.getChildren().add(title);
// bottom box
Label instruction = new Label("");
bottomBox.getChildren().add(instruction);
// scene 3
BorderPane gameScreen = new BorderPane();
scene2 = new Scene(gameScreen);
// set up gridPane
gridPane = new GridPane();
////// ////////////////////////////////////////////////////////////////////////
// add a clickable reset and Debug Mode to bottom box
Button resetBtn = new Button();
resetBtn.setText("Quit game");
bottomBox.getChildren().add(resetBtn);
resetBtn.addEventHandler(MouseEvent.MOUSE_CLICKED, new EventHandler<Event>(){
#Override
public void handle(Event event){
try {
//There's no need to call start method anymore.
//Think of the stage like it's your app's window
//and of a scene like it is window's content.
//restart(firstStage);
firstStage.setScene(scene1);
} catch (Exception e) {
e.printStackTrace();
}
}
});
// keyboard input
scene2.setOnKeyPressed(this);
// setting up the whole borderPane
gameScreen.setTop(topBox);
gameScreen.setBottom(bottomBox);
gameScreen.setCenter(gridPane);
// set scene1 as start up screen
firstStage.setScene(scene1);
firstStage.show();
}
//TODO pass rowSize and colSize here
private void createMap(){
gridMap = new GridMapT(rowSize, colSize);
}
//TODO pass gridMap
private void redrawMap(){
gridPane.getChildren().clear();
for (int x = 0; x < rowSize; x++) {
for (int y = 0; y < colSize; y++) {
String grid = gridMap.getMap()[x][y];
// floor labels
if (grid == "floor") {
Label table = new Label("F");
table.setMinWidth(tileSize);
table.setMinHeight(tileSize);
gridPane.add(table, x, y);
}
// wall labels
if (grid == "wall") {
Label table = new Label("W");
table.setMinWidth(tileSize);
table.setMinHeight(tileSize);
gridPane.add(table, x, y);
}
}
}
}
// restart method
public void restart(Stage stage) throws Exception{
topBox.getChildren().clear();
bottomBox.getChildren().clear();
gridPane.getChildren().clear();
gridMap = new GridMapT(rowSize, colSize);
start(stage);
}
///////////////////////////////////////////////////////////////////////////////////////
// stage setting methods
public void startStage1(){
rowSize = 21;
colSize = 21;
tileSize = 40;
createMap();
redrawMap();
theStage.setScene(scene2);
}
public void startStage2(){
rowSize = 29;
colSize = 29;
tileSize = 30;
createMap();
redrawMap();
theStage.setScene(scene2);
}
public void startStage3(){
rowSize = 41;
colSize = 41;
tileSize = 20;
createMap();
redrawMap();
theStage.setScene(scene2);
}
#Override
public void handle(KeyEvent event){
// TODO Auto-generated method stub
}
public static void main(String[] args){
launch(args);
}
/////////////////////////////////////////////////////////////////////////////////////////////////
// GridMap Class
public class GridMapT{
private String[][] map;
public GridMapT(int rowSize, int colSize){
this.map = new String[rowSize][colSize];
// set up wall and fog
for (int i = 0; i < rowSize; i++) {
for (int j = 0; j < colSize; j++) {
if (i % 4 == 0 || j % 4 == 0) {
map[i][j] = "wall";
} else {
map[i][j] = "floor";
}
}
}
}
public String[][] getMap(){
return map;
}
}
}

Related

How can I display texts moving from left to right asynchronously in JavaFX? [duplicate]

You maybe have seen some apps that when the String in a tab can't be fully shown then it is animated and is going back and front so the user can see what String the tab contains.Android is doing that is settings when your phone display is not enough to show the the whole label.
Below is a code to achieve it in JavaFX using Service,but it is not a good way.
The Question is:
Here is how i can do it using Animation or another build in JavaFX class?
Code:
import javafx.application.Platform;
import javafx.concurrent.Service;
import javafx.concurrent.Task;
import javafx.scene.control.Label;
import javafx.scene.paint.Color;
import javafx.scene.text.Font;
import javafx.scene.text.FontWeight;
import tools.InfoTool;
public class MoveTitleService extends Service<Void>{
private String title;
volatile boolean doAnimation;
private int counter;
public Label movingText = new Label("A reallyyy big teeeeexxxxxxxxxxxxxxxxxxxxxxxt");
/**
*Constructor
*/
public MoveTitleService() {
movingText.setFont(Font.font("null",FontWeight.BOLD,14));
movingText.setTextFill(Color.WHITE);
setOnSucceeded( s ->{
movingText.setText("");
});
}
//Start the Service
public void startTheService(String title) {
this.title = title;
doAnimation = true;
restart();
}
//Stop the Service
public void stopService(){
doAnimation=false;
}
#Override
protected Task<Void> createTask() {
return new Task<Void>() {
#Override
protected Void call() throws Exception {
while (doAnimation) {
//System.out.println("MoveTitleService is Running...");
// One letter at a time
for (int m = 0; m <= title.length(); m++) {
counter=m;
Platform.runLater( () ->{
movingText.setText(title.substring(0, counter) + addSpaces(title.length() - counter));
});
if(!doAnimation) break;
Thread.sleep(150);
}
// Disappearing to back
for (int m = 0; m < title.length(); m++) {
counter=m;
Platform.runLater( () ->{
movingText.setText(title.substring(counter));
});
if(!doAnimation) break;
Thread.sleep(150);
}
// Appearing to front
for (int m = 1; m <= title.length(); m++) {
counter=m;
Platform.runLater( () ->{
movingText.setText(title.substring(title.length() - counter));
});
if(!doAnimation) break;
Thread.sleep(150);
}
if(!doAnimation) break;
for(int i=0; i<3000/150; i++)
Thread.sleep(150);
Thread.sleep(3000);
}
return null;
}
private String addSpaces(int spaces) {
String z = "";
for (int i = 0; i <= spaces; i++)
z += " ";
return z;
}
};
}
}
You could use a Timeline for this:
// min distance to Pane bounds
private static final double OFFSET = 25;
#Override
public void start(Stage primaryStage) {
Text text = new Text("A reallyyy big teeeeexxxxxxxxxxxxxxxxxxxxxxxt!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
text.setLayoutY(25);
text.setManaged(false);
text.setLayoutX(OFFSET);
Pane pane = new Pane(text);
pane.setMinHeight(50);
Timeline timeline = new Timeline();
KeyFrame updateFrame = new KeyFrame(Duration.seconds(1 / 60d), new EventHandler<ActionEvent>() {
private boolean rightMovement;
#Override
public void handle(ActionEvent event) {
double tW = text.getLayoutBounds().getWidth();
double pW = pane.getWidth();
double layoutX = text.getLayoutX();
if (2 * OFFSET + tW <= pW && layoutX >= OFFSET) {
// stop, if the pane is large enough and the position is correct
text.setLayoutX(OFFSET);
timeline.stop();
} else {
if ((rightMovement && layoutX >= OFFSET) || (!rightMovement && layoutX + tW + OFFSET <= pW)) {
// invert movement, if bounds are reached
rightMovement = !rightMovement;
}
// update position
if (rightMovement) {
layoutX += 1;
} else {
layoutX -= 1;
}
text.setLayoutX(layoutX);
}
}
});
timeline.getKeyFrames().add(updateFrame);
timeline.setCycleCount(Animation.INDEFINITE);
// listen to bound changes of the elements to start/stop the animation
InvalidationListener listener = o -> {
double textWidth = text.getLayoutBounds().getWidth();
double paneWidth = pane.getWidth();
if (textWidth + 2 * OFFSET > paneWidth
&& timeline.getStatus() != Animation.Status.RUNNING) {
timeline.play();
}
};
text.layoutBoundsProperty().addListener(listener);
pane.widthProperty().addListener(listener);
Scene scene = new Scene(pane);
primaryStage.setScene(scene);
primaryStage.show();
}
Note that repeadedly updating the position yourself needs to be done, since Animations cannot be adjusted while running, so for any resizing to take effect during the animation, you need repeated updates...

JavaFX: Way to change value of programmatically created buttons

I'm trying to change the value of buttons which are created in a for loop. The value of the buttons must be saved in a hashmap which contains the id of the button and the value.
This is what I currently have:
private void createMap(int blocksX, int blocksY) {
// blocksX and blocksY are the amount of buttons to be placed
for (int x = 0; x < blocksX; x++) {
for (int y = 0; y < blocksY; y++) {
Button btn = new Button();
btn.setText("0");
btn.setPrefSize(32, 32);
btn.setLayoutX(32 * x);
btn.setLayoutY(32 * y);
btn.setId(String.valueOf(button_id));
map_list.put(button_id, 0);
button_id+=1;
items.getChildren().addAll(btn);
// If the user clicks a button, change the value of it...
btn.setOnAction(click -> {
if(btn.getText() == "0"){
changeButtonValue(Integer.parseInt(btn.getId()), 1);
btn.setText("1");
} else if(btn.getText() == "1") {
changeButtonValue(Integer.parseInt(btn.getId()), 0);
btn.setText("0");
}
});
}
}
}
But now the only item in the HashMap to be updated is the last created button. How can I change this so it will update all button values?
I completed the code to a runnable example. And I can't see your problem.
import java.util.HashMap;
import java.util.Map;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.AnchorPane;
import javafx.stage.Stage;
public class FX01 extends Application {
public int button_id = 0;
public Map<Integer, Integer> map_list = new HashMap<>();
public AnchorPane items;
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
items = new AnchorPane();
createMap(5, 5);
Scene scene = new Scene(items);
stage.setScene(scene);
stage.show();
}
private void createMap(int blocksX, int blocksY) {
// blocksX and blocksY are the amount of buttons to be placed
for (int x = 0; x < blocksX; x++) {
for (int y = 0; y < blocksY; y++) {
Button btn = new Button();
btn.setText("0");
btn.setPrefSize(32, 32);
btn.setLayoutX(32 * x);
btn.setLayoutY(32 * y);
btn.setId(String.valueOf(button_id));
map_list.put(button_id, 0);
button_id+=1;
items.getChildren().addAll(btn);
// If the user clicks a button, change the value of it...
btn.setOnAction(click -> {
if(btn.getText() == "0"){
changeButtonValue(Integer.parseInt(btn.getId()), 1);
btn.setText("1");
} else if(btn.getText() == "1") {
changeButtonValue(Integer.parseInt(btn.getId()), 0);
btn.setText("0");
}
});
}
}
}
private void changeButtonValue(int id, int value) {
map_list.put(id, value);
System.out.println("map_list: " + map_list);
}
}

JavaFx - How to get button array index if value is all the same

I have an issue when I tried to create multiple buttons with the same value of "x". How can I fix this issue or perhaps get the value of the buttons and then delete the specific element in an array with the same index as my button without deleting other elements as it loops through the for loop?
Button[] delButton = new Button[sizeOfIt]; //sizeOfIt is the size of array
for (int m=0; m <sizeOfIt; m++) {
delButton[m] = new Button("x");
}
for(int x = 0; x < delButton.length; x++) {
delButton[x].setOnAction(new EventHandler<ActionEvent>() {
public void handle(ActionEvent event) {
// delete the element in the array with the same index as my button i clicked
}
});
}
You could handle this using the position of the button, it'll leave an empty box where the button was :
for(int x = 0; x < delButton.length; x++) {
final index = x;
delButton[x].setOnAction(new EventHandler<ActionEvent>() {
public void handle(ActionEvent event) {
delButton[index] = null;
}
});
}
#azro example keeps up with the index to get a reference to the Buttons. This example uses actionEvent.getSource() to get a reference to the Buttons.
import java.util.Arrays;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Control;
import javafx.scene.layout.StackPane;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class Main extends Application
{
int sizeOfIt = 10;
#Override
public void start(Stage primaryStage)
{
Button[] delButton = new Button[sizeOfIt]; //sizeOfIt is the size of array
VBox vBox = new VBox();
for (int m = 0; m < sizeOfIt; m++) {
delButton[m] = new Button(m + "x");
delButton[m].setOnAction(actionEvent -> {
for (int i = 0; i < delButton.length; i++) {
if (delButton[i] != null && delButton[i].equals((Button) actionEvent.getSource())) {
vBox.getChildren().remove(delButton[i]);
delButton[i] = null;
System.out.println(Arrays.toString(delButton));
}
}
});
}
vBox.getChildren().addAll(delButton);
vBox.setMaxSize(Control.USE_PREF_SIZE, Control.USE_PREF_SIZE);
StackPane root = new StackPane(vBox);
Scene scene = new Scene(root);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args)
{
launch(args);
}
}

Javafx Custom Pane Layout Children

I am trying to create a custom pane in javafx that holds a group of buttons.
The pane auto lays out the buttons so that they take up the maximum allowable width.
The pane works great, the problem I am having is that when the scene is set on the stage, the buttons lay out, but are off the screen to the bottom.
Any action I make on the stage (including clicking another windows and de-focusing the stage) causes them to lay out correctly.
I can't figure out what is going on.
I want to post a screenshot of what is happening, the problem is as mentioned when I go to take the screenshot, the window de-focuses and the bar then lays out correctly.
public class ButtonBar extends Pane {
//Add to auto generated buttons
protected String buttonPrefix = "F";
protected String buttonSuffix = "";
//Container sizing
protected DoubleProperty prefHeight = new SimpleDoubleProperty();
//Button Sizing
protected DoubleProperty buttonWidth = new SimpleDoubleProperty();
protected DoubleProperty buttonHeight = new SimpleDoubleProperty();
//Button Positioning
protected ArrayList<DoubleProperty> buttonXLocation;
//Static Button sizing
protected double interButtonMargin = 1;
protected double endButtonMargin = 10;
//Store whether initialized
protected boolean initialized = false;
//Listen for change to relayout
InvalidationListener layoutListener;
public int getNumberButtons() {
return numberButtons;
}
public void setNumberButtons(int numberButtons) {
this.numberButtons = numberButtons;
}
//Number of buttons
protected int numberButtons = 12;
protected boolean respectApsectRatio = true;
public ButtonBar() {
this(12);
}
public ButtonBar(List<Button> buttons) {
this.numberButtons = buttons.size();
getChildren().addAll(buttons);
}
public ButtonBar(int numButtons) {
this.numberButtons = numButtons;
for (int i = 0; i < numButtons; i++) {
Button button = new Button(String.valueOf(i + 1));
button.setStyle("-fx-background-radius: 7; -fx-font-size: 30px; -fx-background-color: #ffb366");
getChildren().add(button);
}
}
protected void init() {
buttonXLocation = new ArrayList<DoubleProperty>(numberButtons);
List<Node> children = getChildren();
//Calculate button width minus paddings
buttonWidth.bind(
widthProperty()
.subtract(interButtonMargin * (numberButtons - 1))
.subtract(endButtonMargin * 2)
.divide(numberButtons)
);
if (!respectApsectRatio) {
buttonHeight.bind(heightProperty());
prefHeight.bind(heightProperty());
} else {
buttonHeight.bind(buttonWidth);
prefHeight.bind(buttonHeight);
}
int i = 0;
for (Node n : getChildren()) {
Button b = (Button) n;
DoubleProperty buttonX = new SimpleDoubleProperty();
buttonX.bind(buttonWidth
.multiply(i)
.add(endButtonMargin)
.add(interButtonMargin * i)
);
buttonXLocation.add(i, buttonX);
//Set button text
b.setText(buttonPrefix + b.getText() + buttonSuffix);
i++;
}
setNeedsLayout(true);
this.initialized = true;
layoutListener = new InvalidationListener() {
#Override
public void invalidated(Observable observable) {
setNeedsLayout(true);
layout();
layoutChildren();
}
};
widthProperty().addListener(layoutListener);
heightProperty().addListener(layoutListener);
}
#Override
protected void layoutChildren() {
//Only initialize once
if( !initialized ) init();
super.layoutChildren();
setPrefHeight(prefHeight.doubleValue());
List<Node> buttons = getChildren();
for (int i = 0; i < buttons.size(); i++) {
Button button = (Button) buttons.get(i);
button.setPrefWidth(buttonWidth.doubleValue());
button.setPrefHeight(buttonHeight.doubleValue());
button.setLayoutX(buttonXLocation.get(i).doubleValue());
button.setLayoutY(0);
}
super.layoutChildren();
}`

how to make onMouseClicked event work for labels inside an array in Java

I have an Array of labels and I want to add an onMouseClicked Event. I tried many ways. my last attempt was adding the mouse event inside of the For Loop block where I created the array of labels. But it still doesnt work. Could you guys please give me some help or advice...
This is my class Calculations, where I am trying to make this mouse event work: I surrounded the important part with hashtags and wrote a comment as well.
package application;
import javafx.scene.control.Label;
public class Calculations {
public Label[] test() {
Label label = new Label();
Label lbs[] = new Label[20*20];
//##################################################################
for (int i = 0 ; i < 400; i++) {
lbs[i] = new Label();
lbs[i].setOnMouseClicked(e -> { // <-- I tried this way,
label.setText("X"); // but it doesnt work
});
//##################################################################
}
lbs[10].setText("x");
return lbs;
}
}
My Main class: the part where the method from the above is called is surrounded in hashtags:
package application;
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.ColumnConstraints;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.RowConstraints;
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
try {
GridPane grid = new GridPane();
Scene scene = new Scene(grid, (20 * 20), (20 * 20));
scene.getStylesheets().add(getClass().getResource("application.css").toExternalForm());
primaryStage.setScene(scene);
primaryStage.show();
for(int i = 0; i < 20; i++) {
ColumnConstraints column = new ColumnConstraints(20);
grid.getColumnConstraints().add(column);
}
for(int i = 0; i < 20; i++) {
RowConstraints row = new RowConstraints(20);
grid.getRowConstraints().add(row);
}
//##################################################################
Calculations c = new Calculations();
int count = 0;
for (int x = 0; x < c.test().length/20; x++){
for (int y = 0; y < c.test().length/20; y++){
grid.add(c.test()[count], x, y);
count++;
}
}
//##################################################################
} catch(Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
launch(args);
}
}

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