Reputation: 815
I have a JFrame with a few JPanels. One is the boardPanel with a GridLayout of JButtons (4 by 4). The other is the controlPanel which has a FlowLayout which containt a JTextField and two JButtons.
I have two methods enableBoard() and disableBoard(). In those methods I setEnabled() each component in the boardPanel and controlPanel to true or false, via a for-loop. This all happens while a swing Timer is running. When I start the timer and thus start the enableBoard() (it was disabled via disableBoard) it kinda works, but often has a delay, so not all buttons get disabled at the same moment, I suspect it has something to do with the Timer because the delay seems to be happening in seconds... Here are the important methods:
public void disableBord() {
Component[] boardcomps = boardPanel.getComponents();
for(int i = 0; i < bordcomps.length; i++) {
boardcomps[i].setEnabled(false);
}
Component[] checkComps = controlPanel.getComponents();
for(int i = 0; i < checkComps.length; i++) {
checkComps[i].setEnabled(false);
}
}
public void enableBord() {
Component[] boardcomps = boardPanel.getComponents();
for(int i = 0; i < bordcomps.length; i++) {
boardcomps[i].setEnabled(true);
}
Component[] checkComps = controlPanel.getComponents();
for(int i = 0; i < checkComps.length; i++) {
checkComps[i].setEnabled(true);
}
}
And the Timer that runs:
timer = new Timer(1000, new ActionListener() {
int time = game.getSeconds()+4;
@Override
public void actionPerformed(ActionEvent e) {
if (time == game.getSeconds()+4) {
lblFeedback.setText("3");
lblTime.setText(game.secToMinSec(game.getSeconds()));
time--;
} else if (time == game.getSeconds()+3) {
lblFeedback.setText("2");
lbltime.setText(game.secToMinSec(game.getSeconds()));
time--;
} else if (time == game.getSeconds()+2) {
lblFeedback.setText("1");
lblTime.setText(game.secToMinSec(game.getSeconds()));
time--;
} else if (time == game.getSeconds()+1) {
lblFeedback.setText("Start!");
lblTime.setText(game.secToMinSec(time));
time--;
enableBord();
} else if(time == 0) {
lblTime.setText("0:00");
lblFeedback.setText("Game finished!");
disableBord();
game.endeGame();
timer.stop();
} else if (time == game.getSeconds()) {
lblTime.setText(game.secToMinSec(time));
time--;
} else {
lblTime.setText(game.secToMinSec(time));
time--;
}
}
});
The delay looks like this:
Upvotes: 0
Views: 216
Reputation: 815
A proper repaint(); after every setEnable() in the loop seemed to have solved my problem!
Upvotes: 1