I have a program where the user is traveling in a grid and has to kill an enemy. When they do so, a message comes up stating that the user has heard a scream.
This message is only supposed to display once when the user fires their weapon. I made the message display if the following method was true:
public boolean deadWumpus()
{
for(int x=0;x<10;x++)
{
for(int y=0;y<10;y++)
{
if(map.grid[x][y].getDeadWumpus()==true)
return true;
}
}
return false;
}
I then have a line in my paint() method which states that if this method is true then display the message. However, this keeps on displaying as there is no regulator to tell it to run only once when the user fires.
I attempted to create an int to ensure it only runs once:
// at beginning of program
int once=0;
//in paint()
if(once==0){
if(deadWumpus()==true)
{
g.drawString("You hear a scream.",300,675);
}
}
once++;
Using this it never displays the message. Is there a way I can get the message to only display once when the user shoots and then disappear once the user makes their next move?
Thanks.
The paint() method is called every time a frame of your game is drawn on the screen. When you make it drawn "only once," you made it literally draw "only once," as in, for only one frame, since frames are being update really fast, the text flashes and then never shows up again. I recommend having something like this:
long userFired;
// when the user fires -> userFired = System.currentTimeMillis();
paint() { /*the "2000" means that the text will display for 2 seconds*/
if(System.currentTimeMillis()-userFired < 2000 && deadWumpus()==true) {
g.drawString("You hear a scream.",300,675);
}
}
Related
private class Listener implements ActionListener, MouseListener {
#Override
public void mousePressed(MouseEvent eventClick) {
// Recovery Card from JLabel //
JLabel labelCardClicked = (JLabel)eventClick.getSource();
ImageIcon imageCardClicked = (ImageIcon)labelCardClicked.getIcon();
Card clickedCard = getCardWithFileaname(imageCardClicked.getDescription());
// FLIP //
imageCardClicked = new ImageIcon(clickedCard.getLogo());
imageCardClicked.setDescription(clickedCard.getId());
labelCardClicked.setIcon(imageCardClicked);
sameCardPressed(labelCardClicked, clickedCard);
if(numberCardsClicked == 2) {
Boolean status = controller.sameCard(cardsInGame);
//timer.start();
validateGameUser(status); // Problem here
//To be continued ...
}
My program is the typical card game that when you click on a card, it flips over, and if you make a match, they are removed from the GUI.
Well, when you start the game and click on one card, it flips, but when you click on the second one you don't see that effect. I think it's because there's a one second timeout missing before you get to validateGameUser (status);
That's the only reason I see for it to fail me..., the first card flips and we see it, but the second one doesn't .... when I debug with "System.put.println()" I can see that the card flips, but it's not seen in the GUI as in the first card, that's why I think it reaches validateGameUser (state) very fast and you don't notice the change (since they are removed from the GUI). So I was thinking about a timer .... but I don't know how to link it to my program :/
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
}
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
combattext.setText(combatstring);
stage.act();
stage.draw();
}
combatstring is a string that displays what happened in my game. when enemies attacks, it says what happened. when I attack, it says what happens. As of now my game has a loop when in combat that runs a turncounting instance. When it's time for a turn, it runs that participants turn, and when their turn is over it updates combatstring.
I have 2 combatstrings. One is for my characters, and one is for enemies. Here is an example of what happens when it's an enemies turn.
if(thisencounter.monster1turn){ //monster1's turn goes in here
thiscombat.getTarget(1); //get enemy's target
thiscombat.calculateVars(1); //calculate all combat variables for
// this turn
thiscombat.theyAttack();
combatstring = thisencounter.thisenemy.species+
" "+thiscombat.action+
" "+thiscombat.theirtarget.species+
" for "+thiscombat.effect;
thisencounter.monster1turn=false;
}
This works fine, my combattext label updates instantly when a monster goes.
For my characters, their turns make buttons visible on my screen. The buttons have listeners that determine actions, here is an example:
monster1.addListener(new ClickListener(){ //makes the first enemy's
//image clickable, but only
//when the attack button
//has been clicked
#Override
public void clicked(InputEvent event, float x, float y) {
thiscombat.ChooseTarget(1); //various methods that calculate damage,
//output what happened, and put us back in
thiscombat.calculateVars(4); //the loop to wait for next
//participant's turn
thiscombat.youAttack();
combatstring = thisencounter.thisspirit.species+
" "+thiscombat.action+
" "+thiscombat.yourtarget.species+
" for "+thiscombat.effect;
monster1.clear();
monster2.clear();
monster3.clear();
try {
combatloop();
} catch (InterruptedException ex) {
Logger.getLogger(map1field.class.getName()).
log(Level.SEVERE, null, ex);
}
}});
This also works fine, EXCEPT on the turn just before a monster goes. Since there is no wait between my turn and the monster's turn, the combattext just instantly displays what the monster does.
I assumed 'oh hey this is because there is no delay between the two turns'. So, I threw a thread.sleep(2000) just before where it updates the monsters combatstring.
But that does not fix it. It still does not show the text for my character that goes just before a monster. Also, since fighting starts right when you go to this screen in the game, it waits about 2 seconds before it displays anything on the screen.
For the life of me I don't understand why it behaves like this. Can someone explain what is happening to me? Is it because it isn't rendering before it gets to thread.sleep ?
If that's the case, how do I force it to render before it does thread.sleep, or what should I be using instead of thread.sleep ?
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();
public void actionPerformed(ActionEvent e) {
String sp1="Player 1's turn. ";
String sp2="Player 2's turn. ";
System.out.println("Mouse entered for rating " + index); //helps me track the cards
ori=new ImageIcon(getClass().getResource(index+1+".png")); //set the image to the card
ori.setDescription("ori"); //It's weird that I cannot directly flip the card, so I used this method to flip the cards.
tail.setDescription("tail");//http://stackoverflow.com/questions/13557561/the-method-about-imageicons-does-not-work
if (((ImageIcon) bt[index].getIcon()).getDescription()=="ori")
bt[index].setIcon(tail);
else
bt[index].setIcon(ori);
count++;
System.out.printf("Action Performed %d times \n",count);
if(count==1){ //if the card is clicked for once, the card should not flip and the index is stored in record.
record=index;
countS++;
}
String turnS=Integer.toString(countS);//parse the int and printout the turn
// text3.setText(sp1+"This is turn "+turnS);
if(count==2){
int match1=record/4; //Since every four cards have the same rank, I used this to get the rank very easily
int match2=index/4;
if(match1==match2&&record!=index){ //compare the two cards clicked
p1++;
score1=Integer.toString(p1);
text1.setText("Player 1: "+score1); //display the score
text3.setText(sp2+"This is turn "+turnS);
bt[index].setEnabled(false);//remove the cards that match
bt[record].setEnabled(false);
}
if(record==index){
text3.setText(sp2+"This is turn "+turnS);//designed for the situation that the user clicks the same card
}
if(match1!=match2){//designed for the situation that the two cards do not match
//time.schedule(taskFlip1,500);//delay the flip so that the user can see the cards
//time.schedule(taskFlip2,500);
try{ **//This part is problematic!**
Thread.currentThread().sleep(4000);
flip(index);
flip(record);
}
catch(Exception ie){
}
}
text3.setText(sp2+"This is turn "+turnS);
}
When I click on the button, the button is supposed to change the ImageIcon. It works fine without the sleep. But after I add sleep, when I click on the button, the program pauses without changing the ImageIcon! Can you tell me why? Thank you!
The actionPerformed() method runs in the event dispatching thread. So does the repaint system. If you sleep, you are deferring painting, and everything else. You should never sleep in this thread. If you want a deferred paint, use SwingWorker or javax.swing.Timer to start a deferred task.
The action is executed by the very thread which also does handle the drawing. You block this thread. You see nothing. Game over.
This is the reason why YOU SHALL NOT BLOCK NOR DELAY THE EVENT-DISPATCHER THREAD.
Searching for the term "Event Dispatcher Thread" and "blocking" you find plenty of stuff explaining the gory details.
ActionPerformed is run in the event-dispatcher thread. Sleeping in there will stop the UI from updating.
You can use a Swing Timer instead to delay an action.