JavaFx how to move the window position with Timeline - java

I have this Stage and when im showing it . I want it to display at bottom of the screen and then go up to the center screen.
just like a notification .
my code
try {
Stage window = new Stage();
window.initModality(Modality.APPLICATION_MODAL);
window.setTitle(Message);
AnchorPane layout = (AnchorPane) FXMLLoader.load(Notification.class.getResource("window.fxml"));
Scene scene = new Scene(layout);
window.setScene(scene);
window.showAndWait();
} catch (Exception e) {
System.out.println(e);
}

Create a property specifically for the Timeline, and then add a listener to it:
double startPos = ... ;
double endPos = ... ;
DoubleProperty y = new SimpleDoubleProperty(startPos);
Timeline timeline = new Timeline(new KeyFrame(Duration.seconds(1), new KeyValue(y, endPos)));
y.addListener((obs, oldValue, newValue) ->
window.setY(newValue.doubleValue()));
timeline.play();
SSCCE:
import javafx.animation.KeyFrame;
import javafx.animation.KeyValue;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.beans.property.DoubleProperty;
import javafx.beans.property.SimpleDoubleProperty;
import javafx.geometry.Rectangle2D;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.stage.Popup;
import javafx.stage.Screen;
import javafx.stage.Stage;
import javafx.util.Duration;
public class SlidingNotificationWindow extends Application {
#Override
public void start(Stage primaryStage) {
Button button = new Button("Show notification");
button.setOnAction(e -> {
Popup window = new Popup();
StackPane content = new StackPane(new Label("Notification"));
content.setStyle("-fx-background-color: aquamarine; -fx-padding: 40;");
content.setOnMouseClicked(evt -> window.hide());
window.getContent().add(content);
window.setWidth(120);
window.setHeight(75);
Rectangle2D primaryScreenBounds = Screen.getPrimary().getVisualBounds();
double startPos = primaryScreenBounds.getMaxY();
double endPos = 2*primaryScreenBounds.getMinY()/3 + primaryScreenBounds.getMaxY() / 3 ;
DoubleProperty y = new SimpleDoubleProperty(startPos);
Timeline timeline = new Timeline(new KeyFrame(Duration.seconds(1), new KeyValue(y, endPos)));
y.addListener((obs, oldValue, newValue) ->
window.setY(newValue.doubleValue()));
timeline.play();
window.setX(primaryScreenBounds.getMaxX() - 120);
window.show(primaryStage);
});
StackPane root = new StackPane(button);
primaryStage.setScene(new Scene(root, 350, 120));
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}

You need to add a Timer where the window will be moved. This is because the Window/Stage only have ReadOnlyProperties for X and Y values, so you cannot make a simple Timeline Animation with Keyframes.
You need to play a bit with the height and width of the primaryScreenBounds, so it will fit your needs.
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.geometry.Rectangle2D;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.BorderPane;
import javafx.stage.Screen;
import javafx.stage.Stage;
public class TimelineEvents extends Application {
private AnimationTimer timer;
Rectangle2D primaryScreenBounds = Screen.getPrimary().getVisualBounds();
double x = primaryScreenBounds.getMaxX() - 180;
double y = primaryScreenBounds.getMaxY() - 180;
double centerX = primaryScreenBounds.getWidth() / 2;
double centerY = primaryScreenBounds.getHeight() / 2;
double tickX = (x - centerX) / primaryScreenBounds.getWidth() * 10;
double tickY = (y - centerY) / primaryScreenBounds.getHeight() * 10;
#Override
public void start(Stage stage) {
Button btn = new Button();
btn.setText("Show Message");
btn.setOnAction((ActionEvent event) -> {
Label l = new Label("Message");
BorderPane root = new BorderPane(l);
Scene s = new Scene(root, 100, 100);
Stage window = new Stage();
window.setX(x);
window.setY(y);
timer = new AnimationTimer() {
#Override
public void handle(long l) {
x = x - tickX;
y = y - tickY;
if (x >= centerX) {
window.setX(x);
window.setY(y);
} else {
stop();
}
}
};
timer.start();
window.setScene(s);
window.showAndWait();
});
BorderPane pane = new BorderPane(btn);
Scene scene = new Scene(pane, 200, 200);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) {
Application.launch(args);
}
}

Related

How to update part of BufferedImage and display it with javafx

I have an image. At the beginning I want the image to be displayed with only the first frame. On the keyboard with 'u' key pressed, drink water and load the second frame. If I understand correctly the whole image should be loaded at the beginning. And then I need to set new y.
How to complete this task? What is the right way to display this image?
My code in:
package testDesktopUi;
import javafx.application.Application;
import javafx.embed.swing.SwingFXUtils;
import javafx.scene.Scene;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.HBox;
import javafx.stage.Stage;
import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
public class DesktopUi extends Application {
private static int y = 0;
private static BufferedImage bufferedImage;
private static final ImageView imageView = new ImageView();
private static final HBox root = new HBox();
#Override
public void start(Stage primaryStage) throws IOException {
String path = "Bottle.png";
bufferedImage = ImageIO.read(new File(path)).getSubimage(0, 0, 32, 32);
Image image = SwingFXUtils.toFXImage(bufferedImage, null);
imageView.setImage(image);
root.getChildren().add(imageView);
Scene scene = new Scene(root);
scene.setOnKeyPressed(key -> {
if (key.getCode() == KeyCode.U) {
System.out.println("u pressed");
updateImage(bufferedImage);
System.out.println(y);
}
});
primaryStage.setScene(scene);
primaryStage.show();
}
private static void updateImage(BufferedImage bufferedImage) {
int maxHeight = 352;
if (y + 32 >= maxHeight) {
y = 0;
} else {
y += 32;
}
//?? bufferedImage.getSubimage(0, y, 32, 32);
}
}
If you're using JavaFX, stick just to the JavaFX image API: there is no need to first load an AWT BufferedImage and convert it to a JavaFX image.
To display portions of an image, you can create an ImageView from the image and set the ImageView's viewport.
import javafx.application.Application;
import javafx.geometry.Rectangle2D;
import javafx.scene.Scene;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.HBox;
import javafx.stage.Stage;
public class DesktopUi extends Application {
private int y = 0;
private final ImageView imageView = new ImageView();
private final HBox root = new HBox();
#Override
public void start(Stage primaryStage) {
String path = "Bottle.png";
// Assumes Bottle.png is in the same package as the current class:
Image image = new Image(getClass().getResource("Bottle.png").toExternalForm());
imageView.setImage(image);
// display only a portion of the image:
imageView.setViewport(new Rectangle2D(0, y, 32, 32));
root.getChildren().add(imageView);
Scene scene = new Scene(root);
scene.setOnKeyPressed(key -> {
if (key.getCode() == KeyCode.U) {
System.out.println("u pressed");
System.out.println(y);
updateImage();
}
});
primaryStage.setScene(scene);
primaryStage.show();
}
private void updateImage() {
// update y
int maxHeight = 352;
if (y + 32 >= maxHeight) {
y = 0;
} else {
y += 32;
}
// update portion of image displayed
imageView.setViewport(new Rectangle2D(0, y, 32, 32));
}
public static void main(String[] args) {
Application.launch(args);
}
}
Note this also lends itself nicely to animations:
#Override
public void start(Stage primaryStage) {
int numSprites = 11 ;
Image image = new Image(getClass().getResource("Bottle.png").toExternalForm());
imageView.setImage(image);
IntegerProperty spriteIndex = new SimpleIntegerProperty();
spriteIndex.addListener((obs, oldIndex, newIndex) -> System.out.println(newIndex));
imageView.viewportProperty().bind(Bindings.createObjectBinding(
() -> new Rectangle2D(0, spriteIndex.get() * 32 , 32, 32),
spriteIndex
));
Timeline timeline = new Timeline(new KeyFrame(Duration.seconds(5),
new KeyValue(spriteIndex, numSprites - 1)));
timeline.setCycleCount(Animation.INDEFINITE);
timeline.play();
root.getChildren().add(imageView);
Scene scene = new Scene(root);
primaryStage.setScene(scene);
primaryStage.show();
}

JavaFX animations using loops?

I'm trying to build a space invaders like game.
I've drawn a square and I want to move it down incrementally by using a loop and thread.sleep. However, the square just gets drawn immediately. I understand there are animation paths that could be used but I want to stay low level and just use a coordinate system.
Is there a way of making a timeline animation by using a loop like this?
package com.company;
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.*;
import javafx.scene.layout.*;
import javafx.scene.shape.Rectangle;
public class Main extends Application {
public static void main(String[] args) {
// write your code here
launch(args);
}
public void start(Stage myStage) throws InterruptedException {
myStage.setTitle("space invaders");
Pane rootNode= new Pane();
Scene myScene=new Scene(rootNode, 400, 800);
myStage.setScene(myScene);
Rectangle r = new Rectangle();
myStage.show();
rootNode.getChildren().add(r);
r.setX(50);
r.setY(50);
r.setWidth(20);
r.setHeight(20);
for (int i = 0; i < 500; i++){
Thread.sleep(2000);
r.setTranslateY(i);
}
}
}
This is a terrible implementation. I would probably use AnimationTimer. This is done with Timeline. It's basically moving right or left. If you hit the right or left bound, drop then move in the opposite direction.
import java.util.ArrayList;
import java.util.List;
import java.util.Optional;
import javafx.animation.KeyFrame;
import javafx.animation.PauseTransition;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
import javafx.util.Duration;
/**
*
* #author blj0011
*/
public class JavaFXApplication343 extends Application
{
int invaderWidth = 30;
int invaderHeight = 10;
int gapBetweenInvaderX = 5;
int gapBetweenInvaderY = 5;
int locationTrackerX;
int locationTrackerY;
int screenWidth = 300;
int screenHeight = 400;
double timeBetweenFrames = .25;
boolean direction = true;
Timeline timeline;
#Override
public void start(Stage primaryStage)
{
Pane pane = new Pane();
locationTrackerX = (screenWidth - (invaderWidth * 6 + gapBetweenInvaderX * 5)) / 2;
locationTrackerY = (screenHeight - (invaderHeight * 6 + gapBetweenInvaderY * 5)) / 7;
List<Rectangle> invaders = new ArrayList();
for (int i = 0; i < 36; i++) {
Rectangle rectangle = new Rectangle(locationTrackerX, locationTrackerY, invaderWidth, invaderHeight);
rectangle.setFill(Color.YELLOW);
invaders.add(rectangle);
System.out.println(locationTrackerX);
locationTrackerX += invaderWidth + gapBetweenInvaderX;
if ((i + 1) % 6 == 0) {
locationTrackerX = (screenWidth / 2) - ((invaderWidth * 6 + gapBetweenInvaderX * 5) / 2);
locationTrackerY += invaderHeight + gapBetweenInvaderY;
}
}
timeline = new Timeline(new KeyFrame(Duration.seconds(timeBetweenFrames), (event) -> {
//Check to see if invader hits bounds
Optional<Rectangle> hitRightOptional = invaders.stream().filter(invader -> invader.getBoundsInLocal().getMaxX() >= pane.getWidth()).findFirst();
Optional<Rectangle> hitLeftOptional = invaders.stream().filter(invader -> invader.getBoundsInLocal().getMinX() <= 0).findFirst();
//Move invaders
if (hitRightOptional.isPresent()) {
invaders.forEach((tempInvader) -> tempInvader.setY(tempInvader.getY() + 10));
timeline.stop();
PauseTransition pause = new PauseTransition(Duration.seconds(timeBetweenFrames));
pause.setOnFinished((pauseEvent) -> {
invaders.forEach(invader -> invader.setX(invader.getX() - 10));
timeline.play();
});
pause.play();
direction = false;
}
else if (hitLeftOptional.isPresent()) {
invaders.forEach((tempInvader) -> tempInvader.setY(tempInvader.getY() + 10));
timeline.stop();
PauseTransition pause = new PauseTransition(Duration.seconds(timeBetweenFrames));
pause.setOnFinished((pauseEvent) -> {
invaders.forEach(invader -> invader.setX(invader.getX() + 10));
timeline.play();
});
pause.play();
direction = true;
}
else {
if (direction) {
invaders.forEach(invader -> invader.setX(invader.getX() + 10));
}
else {
invaders.forEach(invader -> invader.setX(invader.getX() - 10));
}
}
}));
timeline.setCycleCount(Timeline.INDEFINITE);
Button btn = new Button();
btn.setText("Start Game");
btn.setOnAction((ActionEvent event) -> {
timeline.play();
btn.setDisable(true);
});
pane.getChildren().addAll(invaders);
pane.setPrefSize(screenWidth, screenHeight);
VBox root = new VBox(pane, new StackPane(btn));
Scene scene = new Scene(root, screenWidth, screenHeight);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
}
/**
* #param args the command line arguments
*/
public static void main(String[] args)
{
launch(args);
}
}
Solved :
Task task = new Task<Void>() {
#Override public Void call() throws InterruptedException {
for (int i = 1; i <= 800; i=i+10) {
Thread.sleep(25);
//updateProgress(i, max);
r.setTranslateY(i);
}
return null;
}
};
new Thread(task).start();

JavaFX - Clickable line on canvas

I have this JavaFX application that lets you plot locations on a map and connect them.
I do this by drawing a map as a background image on a canvas and then drawing circles and lines on it. I have made the circles clickable by using the contains() method in the Circle class, but how can I make the lines clickable?
edit: Look at this example where I just draw a line and set an event handler:
Canvas canvas = new Canvas();
GraphicsContext gc = canvas.getGraphicsContext2D();
gc.setLineWidth(5);
gc.strokeLine(100, 100, 200, 200);
canvas.setOnMouseClicked(event -> {
double x = event.getX(), y = event.getY();
});
My question is simply this: how do I finish the event handler so that it detects if the click is inside the line I just drew?
You should create a canvas and add the nodes (Circle, Line, etc) to it. Then you add mouse listeners to the nodes.
Example:
import java.util.ArrayList;
import java.util.List;
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Line;
import javafx.stage.Stage;
public class DragNodes extends Application {
public static List<Circle> circles = new ArrayList<Circle>();
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
Group root = new Group();
Canvas canvas = new Canvas(300, 300);
GraphicsContext gc = canvas.getGraphicsContext2D();
drawShapes(gc);
Circle circle1 = new Circle(50);
circle1.setStroke(Color.GREEN);
circle1.setFill(Color.GREEN.deriveColor(1, 1, 1, 0.7));
circle1.relocate(100, 100);
Circle circle2 = new Circle(50);
circle2.setStroke(Color.BLUE);
circle2.setFill(Color.BLUE.deriveColor(1, 1, 1, 0.7));
circle2.relocate(200, 200);
Line line = new Line(circle1.getLayoutX(), circle1.getLayoutY(), circle2.getLayoutX(), circle2.getLayoutY());
line.setStrokeWidth(20);
Pane overlay = new Pane();
overlay.getChildren().addAll(circle1, circle2, line);
MouseGestures mg = new MouseGestures();
mg.makeDraggable(circle1);
mg.makeDraggable(circle2);
mg.makeDraggable(line);
root.getChildren().addAll(canvas, overlay);
primaryStage.setScene(new Scene(root, 800, 600));
primaryStage.show();
}
private void drawShapes(GraphicsContext gc) {
gc.setStroke(Color.RED);
gc.strokeRoundRect(10, 10, 230, 230, 10, 10);
}
public static class MouseGestures {
double orgSceneX, orgSceneY;
double orgTranslateX, orgTranslateY;
public void makeDraggable(Node node) {
node.setOnMousePressed(circleOnMousePressedEventHandler);
node.setOnMouseDragged(circleOnMouseDraggedEventHandler);
}
EventHandler<MouseEvent> circleOnMousePressedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
orgSceneX = t.getSceneX();
orgSceneY = t.getSceneY();
if (t.getSource() instanceof Circle) {
Circle p = ((Circle) (t.getSource()));
orgTranslateX = p.getCenterX();
orgTranslateY = p.getCenterY();
} else {
Node p = ((Node) (t.getSource()));
orgTranslateX = p.getTranslateX();
orgTranslateY = p.getTranslateY();
}
}
};
EventHandler<MouseEvent> circleOnMouseDraggedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
double offsetX = t.getSceneX() - orgSceneX;
double offsetY = t.getSceneY() - orgSceneY;
double newTranslateX = orgTranslateX + offsetX;
double newTranslateY = orgTranslateY + offsetY;
if (t.getSource() instanceof Circle) {
Circle p = ((Circle) (t.getSource()));
p.setCenterX(newTranslateX);
p.setCenterY(newTranslateY);
} else {
Node p = ((Node) (t.getSource()));
p.setTranslateX(newTranslateX);
p.setTranslateY(newTranslateY);
}
}
};
}
}

java fx creating balls when create button is clicked

I am trying to create balls whenever create button is clicked. I am able to create a single ball but for some reason not able to create multiple balls when the 'Create' button is clicked repeatedly.
Any help is appreciated.
package week3;
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.control.Slider;
import javafx.scene.control.Button;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.TilePane;
import javafx.geometry.Orientation;
import javafx.geometry.Insets;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.beans.property.DoubleProperty;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.util.Duration;
public class BounceBallControl1 extends Application {
public final double radius = 10;
private double x = radius, y = radius;
private double dx = 1, dy = 1;
private Circle circle = new Circle(x, y, radius);
private Timeline animation;
#SuppressWarnings("restriction")
#Override // Override the start method in the Application class
public void start(Stage primaryStage) {
//BallPane ballPane = new BallPane();
Button btnCreate = new Button("Create");
Button btnDelete = new Button("Delete");
btnCreate.setMaxSize(Double.MAX_VALUE, Double.MAX_VALUE);
btnDelete.setMaxSize(Double.MAX_VALUE, Double.MAX_VALUE);
TilePane tileButtons = new TilePane(Orientation.HORIZONTAL);
tileButtons.setPadding(new Insets(5, 5, 5, 70));
tileButtons.setHgap(20.0);
tileButtons.getChildren().addAll(btnCreate, btnDelete);
Slider slSpeed = new Slider();
slSpeed.setMax(20);
//rateProperty().bind(slSpeed.valueProperty());
BorderPane pane = new BorderPane();
//pane.setCenter(ballPane);
pane.setTop(slSpeed);
pane.setBottom(tileButtons);
btnCreate.setOnAction(new EventHandler<ActionEvent>() {
public void handle(ActionEvent event) {
for(int i=0;i<=100;i++)
circle.setFill(Color.TURQUOISE); // Set ball color
pane.getChildren().add(circle); // Place a ball into this pane
// Create an animation for moving the ball
animation = new Timeline(
new KeyFrame(Duration.millis(50), (e -> {
// Check boundaries
if (x < radius || x > pane.getWidth() - radius) {
dx *= -1; // Change ball move direction
}
if (y < radius || y > pane.getHeight() - radius) {
dy *= -1; // Change ball move direction
}
// Adjust ball position
x += dx;
y += dy;
circle.setCenterX(x);
circle.setCenterY(y);
})));
animation.setCycleCount(Timeline.INDEFINITE);
animation.play(); // Start animation
}
});
// Create a scene and place it in the stage
Scene scene = new Scene(pane, 250, 250);
primaryStage.setTitle("BounceBallSlider"); // Set the stage title
primaryStage.setScene(scene); // Place the scene in the stage
primaryStage.show(); // Display the stage
}
/*public DoubleProperty rateProperty() {
return animation.rateProperty();
}*/
}
You use the same instance of circle each time you click add button. So every time the same circle is added to the scene. Try by creating new circle each time, it will be ok.

Moving LinearGradient in a given Shape

Is there a way to animate a "move" of LinearGradient nested into a given Shape? Let's say for example make the LinearGradient move to right or to left? I thought about the translateXproperty or the Path object, but I want to move only the LinearGradient.
EDIT 28.09.2014
Thank you #James_D for the valueable help. But in the context of my project I've needed a different solution. I've worked it out, and the result can be seen below on the working example:
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.layout.BorderPane;
import javafx.scene.paint.Color;
import javafx.scene.paint.CycleMethod;
import javafx.scene.paint.LinearGradient;
import javafx.scene.paint.Stop;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
import javafx.util.Duration;
public class LinearGradientAnimation extends Application {
private Rectangle rect;
private Timeline timeline;
private double widthOfOneGradientCycle = 20.0;
private double gradientSlopeDegree = 45.0;
private double xStartStatic = 100.0;
private double yStartStatic = 100.0;
private double xEndStatic = xStartStatic + (widthOfOneGradientCycle * Math.cos(Math.toRadians(gradientSlopeDegree)));
private double yEndStatic = yStartStatic + (widthOfOneGradientCycle * Math.sin(Math.toRadians(gradientSlopeDegree)));
public Parent createContent() {
/* layout */
BorderPane layout = new BorderPane();
/* layout -> Rectangle */
rect = new Rectangle(0, 0, 200, 200);
/* layout -> Rectangle -> LinearGradient Animation */
timeline = new Timeline();
for (int i = 0; i < 10; i++) {
int innerIterator = i;
KeyFrame kf = new KeyFrame(Duration.millis(30 * innerIterator), new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent ae) {
double runningRadius = innerIterator * (widthOfOneGradientCycle / 10);
double xStartDynamic = xStartStatic + (runningRadius * Math.cos(Math.toRadians(gradientSlopeDegree)));
double yStartDynamic = yStartStatic + (runningRadius * Math.sin(Math.toRadians(gradientSlopeDegree)));
double xEndDynamic = xEndStatic + (runningRadius * Math.cos(Math.toRadians(gradientSlopeDegree)));
double yEnddynamic = yEndStatic + (runningRadius * Math.sin(Math.toRadians(gradientSlopeDegree)));
LinearGradient gradient = new LinearGradient(xStartDynamic, yStartDynamic, xEndDynamic, yEnddynamic,
false, CycleMethod.REPEAT, new Stop[] {
new Stop(0.0, Color.WHITE),
new Stop(0.5, Color.BLACK),
new Stop(1.0, Color.WHITE)
});
rect.setFill(gradient);
}
});
timeline.getKeyFrames().add(kf);
}
timeline.setCycleCount(Timeline.INDEFINITE);
/* return layout */
layout.setCenter(rect);
return layout;
}
#Override
public void start(Stage stage) throws Exception {
stage.setScene(new Scene(createContent()));
stage.setWidth(300);
stage.setHeight(300);
stage.show();
timeline.play();
}
public static void main(String[] args) {
launch(args);
}
}
https://gist.github.com/bluevoxel/44dcf297ee9503e72114

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