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.
Related
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 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();
I'm making a above mode 2D Zombie Shooter, and I'm having some problems with a thread. here's the deal. I had the character shoot a bullet every time i pressed space. the problem was that if you held space, it would shoot one, then pause, and then shoot a lot of bullets. there were a bunch of ways to fix this, but i want this way because it leaves room for future changes to shoot speed. here is the code for the thread that is causing the problems:
package threads;
import Game.GameCore;
public class Shoot extends GameCore implements Runnable {
/**
* WHEN I START THIS THREAD, THE ENTIRE GAME FREEZES, AND I DO NOT KNOW
* WHY... NEED TO FIX. IT DOES NOT FIX THE PROBLEM TO TAKE OUT THE "SHOOT"
* OR THE "SLEEP"...
*/
public void run() {
while (shooting && gameRunning) { // shooting is made true when space is
// pressed, and set false when space
// is released. gameRunning is true
// if the game is running, which it
// is. removing either of these
// doesnt work either.
player.shoot(); // player comes from the GameCore class, and
// represents the player entity. if i remove this,
// nothing changes.
try {
Thread.sleep(bulletShootSpeedMillis); // bulletShootSpeedMillis
// is equal to 1000, but
// makes no difference
// to change
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
so here is the dang problem. the comments kinda point them out, but ill list them. if i remove the obvious things, such as player.shoot(); or Thread.sleep(bulletShootSpeedMillis); or even one of the things in the while loop, nothing changes. the issue is that when i initiallize the thread, with
else if (key == Integer.parseInt(commands[6])) {
shooting = true;
new Thread(new Shoot()).run();
}
the entire game just freezes. nothing happens at all. the moment i start the thread with space, my game freezes, and i cannot figure out why!!! the previous version with:
else if (key == Integer.parseInt(commands[6])) {
player.shoot();
}
it works just fine. Please help! Thanks in advance! :)
EDIT: thanks for the quick answer. needless to say, major learning experience with simple mistakes XD
Ayyyy!
new Thread(new Shoot()).run(); // ***** !!!!
You don't start a Thread by calling its run() method, since all that does is call the code in the same thread as the calling code. You start a new Thread by calling its start() method.
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.