Reputation: 1
I'm making fruit ninja game and I want to pause the animation timer for a while and set the image to the sliced fruit image "current.getBufferedImages()[1]" when sliced but I get the same image of the non-sliced fruit "current.getBufferedImages()[0]" even though I change the image to be drawn in the graphicsContext.setImage()
public void startGame(Stage primaryStage) throws Exception {
ga = GameActions.get();
canvas = new Canvas(1024,683);
gc = canvas.getGraphicsContext2D();
timeline = new Timeline(new KeyFrame(Duration.millis(falling), event -> {
time += falling / 3000;
IGameObject c = ga.createGameObject();
drop.add(c);
}));
timeline.setCycleCount(4000);
timeline.play();
timer = new AnimationTimer() {
@Override
public void handle(long arg0) {
gameUpdate(primaryStage);
}
};
timer.start();
scene = new Scene(root, 1024, 683);
root.getChildren().addAll(ivBackground,lblMissed,canvas,back,reset);
primaryStage.setScene(scene);
primaryStage.show();
}
public void gameUpdate(Stage stage){
Image k;
gc.drawImage(background, 300, 300);
gc.clearRect(0, 0, 1024, 683);
Iterator<IGameObject> itr = drop.iterator();
while(itr.hasNext()) {
IGameObject current = itr.next();
EventHandler<MouseEvent> e = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
if(current.insideBounds(event.getX(), event.getY()))
current.slice();
}
};
gc.getCanvas().setOnMousePressed(e);
if(!current.isSliced()) {
k = SwingFXUtils.toFXImage(current.getBufferedImages()[0], null);
}else {
k = SwingFXUtils.toFXImage(current.getBufferedImages()[1], null);
if(current.getObjectType().toString().equalsIgnoreCase("dangerousbomb")) {
for(int i=0;i<150000;i++) {
gc.drawImage(k, current.getXlocation(), current.getYlocation());
timer.stop();
}
timer.start();
itr.remove();
lives--;
lblLives.setText("Lives: " + String.valueOf(lives));
}else if(current.getObjectType().toString().equalsIgnoreCase("fatalbomb")) {
gameOver();
break;
}else if(current.getObjectType().toString().equalsIgnoreCase("specialfruit")) {
for(int i=0;i<150000;i++) {
gc.drawImage(k, current.getXlocation(), current.getYlocation());
timer.stop();
}
timer.start();
itr.remove();
score+=5;
lblScore.setText("Score: " + String.valueOf(score));
if(score >= highestScore) {
highestScore = score;
ga.saveHighScore(highestScore);
lblHighestScore.setText("Highest Score: "+highestScore);
}
}else if(current.getObjectType().toString().equalsIgnoreCase("fruit")) {
for(int i=0;i<150000;i++) {
gc.drawImage(k, current.getXlocation(), current.getYlocation());
timer.stop();
}
timer.start();
itr.remove();
score++;
lblScore.setText("Score: " + String.valueOf(score));
if(score >= highestScore) {
highestScore = score;
ga.saveHighScore(highestScore);
lblHighestScore.setText("Highest Score: "+highestScore);
}
}
}
gc.drawImage(k, current.getXlocation(), current.getYlocation());
ga.updateObjectsLocations(time,current);
}
}
}
Upvotes: 0
Views: 286
Reputation: 82491
gameUpdate
is executed on the JavaFX application thread. This means any delay of this method returning simply freezes the GUI until the method returns. For this reason those
for(int i=0;i<150000;i++) {
gc.drawImage(k, current.getXlocation(), current.getYlocation());
timer.stop();
}
loops do not work.
The easiest way of "pausing" here would be to save the time the AnimationTimer
is allowed to continue.
timer = new AnimationTimer() {
@Override
public void handle(long arg0) {
gameUpdate(arg0);
}
};
private long pauseEnd = 0L;
/**
* Continue updates after a certain number of milliseconds after the current time
*/
private void pauseFor(long currentTime, long durationMillis) {
pauseEnd = currentTime + 1_000_000L * durationMillis;
}
public void gameUpdate(long timestamp) {
if (timestamp >= pauseEnd) { // only redraw, if not paused
...
//for(int i=0;i<150000;i++) {
// gc.drawImage(k, current.getXlocation(), current.getYlocation());
// timer.stop();
//}
//timer.start();
//itr.remove();
//score++;
gc.drawImage(k, current.getXlocation(), current.getYlocation());
itr.remove();
score++;
pauseFor(timestamp, 3000); // start updates again in 3000 ms
...
}
}
Furthermore you replace the EventHandler
for every game object in every iteration of the game loop. This way only a single game object is checked for an intersection with the mouse. You need to check all of them with a single event handler. In addition to removing the event handler registration from the gameLoop
method, add the following code to the start
method to check all objects for intersections:
canvas.setOnMousePressed(event -> {
for (IGameObject current : drop) {
if(current.insideBounds(event.getX(), event.getY())) {
current.slice();
}
}
});
Furthermore I strongly recommend not converting the BufferedImage
s in every single iteration of the game loop over and over again. Preferrably replace the BufferedImage
s with JavaFX Image
s directly or keep a Map<BufferedImage, Image>
containing every conversion result...
Upvotes: 2