How to switch between the classes, in JavaFX? - java

I have a game template which has two classes as its levels.
The game has a player, enemies, treasure chests, and walls.
When I run the program, it loads Level 1, successfully. I have designed the code so if a certain condition is met, Level 2 must load. Now, Level 2 loads. But certain elements from Level 1 remain on screen, ignoring certain elements from Level 2.
To be exact:
From Level 2, it loads the player's initial coordinates, the treasure chests, and the final destination, ignoring the enemies and the walls.
It brings with itself from Level 1 to Level 2: the walls, the treasure chests, and the enemies. The latter two are in a frozen state. They don't function.
//Instance variables:
private int lvlCount = 1;
// Game() method
public Game(Stage stage) {
this.score = new SimpleIntegerProperty(0);
this.mobs = new ArrayList<>();
this.hitBoxes = new ArrayList<>();
this.treasure = new ArrayList<>();
this.newLevel = new ArrayList<>();
this.enemyCount = 0;
bg();
loadLevel(1);
living();
stuff();
mob2();
finalText();
stage.setOnShown(e -> this.run());
}
//The switch for loading the Levels:
void loadLevel(int in) {
switch (in) {
case 1:
this.level = new Level1();
break;
case 2:
this.level = new Level2(); // placeholder for second level
break;
}
hitBoxes.clear(); // clear the list of hitboxes
mobs.clear(); // remove any existing old mobs
this.getChildren().addAll(hitBoxes); // add all the hitboxes for the walls to the scene
background.setImage(level.getImage()); // get the background image
hitBoxes.addAll(level.getWalls()); // get all the wall hitboxes
enemyCount = level.getEnemyCount(); // get the enemy count from the level
chestCount = level.treasureCount(); // get the treasure count from the level
this.initTreasure(chestCount); // add the treasure chests for the level
this.initMobs(enemyCount); // initialize our mobs
lvlCount = level.lvlCount();
this.initLevel(lvlCount);
}
//The collision check:
private void collisionCheck() {if (r.getFill().equals(Color.WHITE)){lvlCount--;}
//Main Game loop method:
private void play() {
AnimationTimer gameLoop = new AnimationTimer() {
public void handle(long arg0) {
for (int i = 0; i < mobs.size(); i++) {
MOB m = mobs.get(i);
if (m instanceof Enemy) {
((Enemy) m).moveCheck(arg0);
}
}
collisionCheck();
if (lvlCount == 0){
loadLevel(2);} //The condition that loads Level 2
gameLoop.start();
}
Please help me to figure out how I can load Level 2, successfully.
Please note that it does not produce any errors in the console. So, I am having a very hard time figuring out where the problem lies.
I only pasted the code that I thought is necessary to achieve my goal. Here you can see the full code, for veiwing purposes only, no download necessary:
http://paste.mooc.fi/955c6d30
Thank you very much in advance.

Related

Java - Loop gets executed, but header doesnt fit condition

This function should check if the explosion hit a box and should be canceled on the first box it hits.
For example bsp.getBomb().getStrength() is currently 2, when a box is hit i=3, but the loop is executed one more time even if the condition isn't met, why is that?
public void detectBomb(BombSpritePair bsp) {
for(int i = 0; i <= bsp.getBomb().getStrength(); i++) {
if(bd.detect(bsp.getBomb().getX(), bsp.getBomb().getY()+i)) {
Sprite sprite = new Sprite(new Texture("gras.png"));
sprite.setPosition(bsp.getBomb().getX()*16, (bsp.getBomb().getY()+i)*16);
// i = bsp.getBomb().getStrength()+1;
sprites.add(sprite);
System.out.println("RIP"+i);
System.out.println(bsp.getBomb().getStrength());
break;
}
}
}
Try adding break to the loop:
public void detectBomb(BombSpritePair bsp) {
for(int i = 0; i <= bsp.getBomb().getStrength(); i++) {
if(bd.detect(bsp.getBomb().getX(), bsp.getBomb().getY() + i)) {
Sprite sprite = new Sprite(new Texture("gras.png"));
sprite.setPosition(bsp.getBomb().getX()*16, (bsp.getBomb().getY()+i)*16);
sprites.add(sprite);
System.out.println("RIP"+i);
System.out.println(bsp.getBomb().getStrength());
break;
}
}
}
You may be seeing duplicate print statements if you are calling the detectBomb method multiple times. Putting a breakpoint or print statement at the beginning of this method will help determine what the problem is.
Another thing to keep in mind is that you are creating a new Texture for the Sprite every time the method get executed - it would be wise to only instantiate the Texture once and share it with all subsequent Sprite instances that require it.

Storing Blocks for Replace Later

Here's my snippet of code. I have Lists for the blocks and player. All I need is for after the five seconds in that runnable is up, it'll replace the blocks that were previously replaced, assigning a player to get the blocks.
#EventHandler
public void onSnowballHit(ProjectileHitEvent e) {
// If it's a snowball...
if (e.getEntity() instanceof Snowball) {
Snowball snowball = (Snowball) e.getEntity();
final Player p = (Player) snowball.getShooter();
// ...if a player threw it...
if (snowball.getShooter() instanceof Player) {
// Make a Player from the Entity
BlockIterator iterator = new BlockIterator(e.getEntity().getWorld(),
e.getEntity().getLocation().toVector(), e.getEntity().getVelocity().normalize(),
0.0D, 4);
// Make a block
Block hitBlock = null;
// Loop through possible blocks
while (iterator.hasNext()) {
// Set the hitBlock to the current block we're checking
hitBlock = iterator.next();
// If it's not air, STOP!
if (!hitBlock.getType().equals(Material.AIR)) {
break;
}
}
int min = 1;
int max = 15;
Random r = new Random();
byte clayBlocks = (byte) (r.nextInt(max - min + 1) + min);
paintBlockList.add(hitBlock);
painters.add(p);
// Set it to stained clay
hitBlock.setType(Material.STAINED_CLAY);
// red = 14, blue = 11 (data values)
hitBlock.setData(clayBlocks);
Bukkit.getServer().getScheduler().scheduleSyncDelayedTask(this, new Runnable() {
public void run(){
if(painters.contains(p)){
painters.remove(p);
}
}
}, 100);
}
}
}
You could do it the same way you remove the Player from the painters list. Once you've found the first solid block (hitBlock) create a new final reference so that you can access it in the Runnable, for example like this:
final Block solidBlock = hitBlock;
To return the block to the state it was before you changed its type and data, you could keep track of those attributes:
final byte previousData = solidBlock.getData();
final Material previousType = solidBlock.getType();
Then in your run() method you can simply change the block back if it is still at that point different like so:
if (solidBlock.getType() != previousType) {
solidBlock.setType(previousType);
}
if (solidBlock.getData() != previousType) {
solidBlock.setData(previousData);
}
I'm sure there's a cleaner, nicer way to do it but this might be good enough for your purposes (I did find a glitch where if you throw two snowballs at the same block, it won't revert to the true original block but to a stained clay block because of the way the future Runnable tasks are written here, to fix this you'd need to write this completely differently and keep track of more things).

I want to make this an array

public class Game
{
private EnemyShip enemy1;
private EnemyShip enemy2;
private EnemyShip enemy3;
private PlayerShip player;
/**
* Initialises user's ship and guns
*/
public Game()
{
player = new PlayerShip();
enemy1 = new EnemyShip();
enemy2 = new EnemyShip();
enemy3 = new EnemyShip();
Can I make this enemy1,2,3 to be an array? I want to use enemy on a loop.
Or is there a way to make a loop for variable that is not an array? Like if I run the loop enemy1 will increment and become enemy2.
EnemyShip[] enemies = new EnemyShip[3];
for (int i=0; i<enemies.length; i++) { enemies[i] = new EnemyShip(); }
will give you an array of 3 EnemyShip objects. If the loop you're looking for is one that gives you a different instance variable each iteration then no you can't do that; you need to have them in a collection. However you can simplify the loop if you don't care about the index:
for (EnemyShip enemy : enemies) {
//do something with enemy object
}
As others have suggested, just do:
EnemyShip[] enemies = new EnemyShip[3];
for (int i = 0; i < enemies.length; i++) {
enemies[i] = new EnemyShip();
}
However, I think you should reconsider using an array. Using an array limits you to having, at maximum, as many enemies as will fit into the array.
Do you really know that you want at most 3 enemies at compile-time?
Why not make things more flexible and use a List instead? This will allow you to track as many enemies as you want to create at run-time. So for example, if the player is doing well you create more, if the player is doing poorly you create less.
List<Enemy> enemies = new ArrayList<Enemy>(3); // 3 is the expected capacity
for (int i = 0; i < 3; i++) {
createEnemy();
}
... elsewhere...
public void createEnemy() {
enemies.add(new EnemyShip());
}
Requirements change, particularly in game development. Try to avoid committing to things too early.

UnfoldingMaps add MarkerList after initialization

I'm writing an application where I show markers on a map using the library Unfolding Maps.
The application lets the user choose a year and depending on that value other markers are shown. This works perfect, but when the user selects another year I can't seem to get the other markers shown.
I've tried to completely renew the map but after that first time it doesn't redraw a map.
Besides that I've tried to add a MarkerManager to the map but then I get errors of OpenGL.
setup function:
public void setup() {
/*
* Provincies, set zoom to 10
*/
size(1000, 800, OPENGL);
this.map = new UnfoldingMap(this, new Microsoft.RoadProvider());
map.zoomAndPanTo(belgie, 8);
map.setPanningRestriction(belgie, 1);
map.setZoomRange(8, 8);
drawOtherMarker();
//map.getMarkerManager(markerRemarck.get(keyM)).enableDrawing();
MapUtils.createDefaultEventDispatcher(this, map);
}
function that creates the MarkerManager and adds it to the map
private void createMarkers(ArrayList<double[]> dataMarker) {
float size = 0;
int i = 0;
ListIterator<double[]> dataIt = dataMarker.listIterator();
ArrayList<SimplePointMarker> markList = new ArrayList<SimplePointMarker>();
while (dataIt.hasNext()) {
double[] element = dataIt.next();
SimplePointMarker point = new SimplePointMarker(new Location(
element[0], element[1]));
if (element[2] > 1000)
size = 120;
else if (element[2] > 100)
size = 60;
else if (element[2] > 10)
size = 30;
else
size = 20;
point.setRadius(size);
point.setColor(color(64,64,64,100));
point.setStrokeColor(color(178,34,34));
point.setStrokeWeight(30);
point.setStrokeWeight(0);
point.setId(Integer.toString(i++));
markList.add(point);
}
MarkerManager man = new MarkerManager(markList);
map.addMarkerManager(man);
}
When the map is drawn and another set of markers must be drawn the following function is called:
public void drawOtherMarker(){
if(!markerRemarck.containsKey(keyM)){
markerRemarck.put(keyM, totalMark++);
createMarkers(dataMarkerProvince);
}
if(dataMarkerTown != null){
markerRemarck.put(keyM + "city", totalMark++);
createMarkers(dataMarkerTown);
}
for(int i = 0; i < totalMark;++i)
map.getMarkerManager(i).disableDrawing();
map.getMarkerManager(markerRemarck.get(keyM)).enableDrawing();
}
another function brings in the data required to make the markers. I just don't seem to manage to add a MarkerManager after the first draw.
EDIT
This map is placed inside a JPanel. And the years are choosen with the help of a JComboBox. Once a year is chosen the "dataMarker" variable containing the information for creating markers is updated
thanks in advance for helping me out.

Using PathModifier or MoveYModifier to simulate sprite jumping

I am using this method in AndEngine to determine the scene being touched by the user.
#Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
if(pSceneTouchEvent.isActionDown()) {
Log.e("Arcade", "Scene Tapped");
//Simulate player jumping
}
return false;
}
What i want to do is when the scene is tapped, i want to allow the player to jump.
Now two things for this would it be better to use PathModifier, or MoveYModifier considering it is landscape mode?
If either please provide an example of such.
Thanks
EDIT:
ive managed to use Physics to simulate a jump using this..
#Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
if(pSceneTouchEvent.isActionDown()) {
Log.e("Arcade", "Scene Tapped");
final Vector2 velocity = Vector2Pool.obtain(mPhysicsWorld.getGravity().x * -0.5f,mPhysicsWorld.getGravity().y * -0.5f);
body.setLinearVelocity(velocity);
Vector2Pool.recycle(velocity);
return true;
}
return false;
}
As you said in the answer by changing the gravity. The only issue is, when the user keeps touching the screen the sprites keep going up and up and up. How can i set it where the user can only click once and cant make him jump again until the sprite hits the ground, which is a rectangle?
Use the MoveYModifier. remember, you can register as many modifiers as you want. So if, for example, the game a platform game and the character always moves on the X axis, and he can jumpt if he wants (Like Gravity Guy or Yoo Ninja, although these games change the gravity which is something else).
You could do like:
Entity playerEntity = ..//It doesn't matter if the player is a sprite, animated sprite, or anything else. So I'll just use Entity here, but you can declare your player as you wish.
final float jumpDuration = 2;
final float startX = playerEntity.getX();
final float jumpHeight = 100;
final MoveYModifier moveUpModifier = new MoveYModifier(jumpDuration / 2, startX, startX + jumpHeight);
final MoveYModifier moveDownModifier = new MoveYModifier(jumpDuration / 2, startX + jumpHeight, startX);
final SequenceEntityModifier modifier = new SequenceEntityModifier(moveUpModifier, moveDownModifier);
playerEntity.registerEntityModifier(modifier);
EDIT:
For your second question:
Create a variable boolean mIsJumping in your scene; When the jump starts - set it to true. If the user taps the screen and mIsJumping == true, don't jump.
Now, register a ContactListener to your PhysicsWorld. Whenever there is contact between the player and the ground, set mIsJumping to false.
There are many samples of using ContactListeners in AndEngine forums, a quick search yields some. If you need an example, you can ask for one :)
EDIT 2: ContactListener sample:
Have 2 variables to hold IDs for the player and the ground: private static final String PLAYER_ID = "player", GROUND_ID = "ground";
When you create the ground body and the player body, set their IDs as the user data: playerBody.setUserData(PLAYER_ID); and groundBody.setUserData(GROUND_ID);
Create a ContactListener as a field in your scene:
private ContactListener mContactListener = new ContactListener() {
/**
* Called when two fixtures begin to touch.
*/
public void beginContact (Contact contact) {
final Body bodyA = contact.getFixtureA().getBody();
final Body bodyB = contact.getFixtureB().getBody();
if(bodyA.getUserData().equals(PLAYER_ID)) {
if(bodyB.getUserData().equals(GROUND_ID))
mIsJumping = false;
}
else if(bodyA.getUserData().equals(GROUND_ID)) {
if(bodyB.getUserData().equals(PLAYER_ID))
mIsJumping = false;
}
}
/**
* Called when two fixtures cease to touch.
*/
public void endContact (Contact contact) { }
/**
* This is called after a contact is updated.
*/
public void preSolve(Contact pContact) { }
/**
* This lets you inspect a contact after the solver is finished.
*/
public void postSolve(Contact pContact) { }
};
Lastly, register that contact listener: physicsWorld.setContactListener(mContactListener);
EDIT 3:
To move your sprite over the X axis, you can apply a force using Body.applyForce method, or apply an impulse using Body.applyLinearImpulse method. Play around with the arguments and find what works the next.
The vector should consist a X part only; Try Vector2 force = Vector2Pool.obtain(50, 0);. Then apply the force this way: body.applyForce(force, body.getWorldCenter());.

Categories

Resources