Every time my timer is run, the code executed inside the timer is run faster. Why is this happening?
This code essentially moves a label (holding an image) across the frame.
Every run, the images moves faster.
if (Player.direction == "west") {
timerWest.start();
isCasting = true;
new Magic("westmagic.gif");
timerWest.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
int x = Frame.fireMagicLabel.getX();
int y = Frame.fireMagicLabel.getY();
Frame.fireMagicLabel.setLocation(x - 1, y);
LiveUpdating.updateSpell();
CheckHits.spellHit();
Frame.frame.repaint();
if (Frame.fireMagicLabel.getX() <= tempWest) {
timerWest.stop();
new Magic("");
Frame.frame.repaint();
Frame.fireMagicLabel.setLocation(
Frame.redHealthLabel.getX(),
Frame.redHealthLabel.getX());
isCasting = false;
}
}
});
Frame.frame.repaint();
}
On first run, the timer performs x speed. Then the the next run it performs faster, and faster, and faster.
i think you should add the action listener only once.
Ther actionlistener is only needed to be added once.
Also if this does not fix it, somewhere inside the code you haven't posted you apply the speed, this might not be reset and be added on it, which makes it double speed.
Related
So I was making a simple game in Java + Processing where there were buttons and loops in draw(). Apparently the PApplet function mousePressed() doesn't work constantly if there is a loop, so I tried putting my own checkmouse() function to be checked during the loop. However, it still doesn't work. How do I make it so that I can run a game with while-loops and constantly check for mousePressed at the same time?
//draw() func
public void draw() {
for (int i = 0; i < 10000; i++) { //to simulate a while loop
//do something, like run some other functions that create the buttons
checkmouse();
}
}
//checkmouse function
public void checkmouse() {
if (mousePressed) {
System.out.println("x");
}
}
When I click the mouse in the processing window, it never shows "x" even though checkmouse() runs every time it loops, so theoretically it should be checking it pretty constantly while the loop runs.
Also could someone explain why this doesn't work?
boolean esc = false;
while (!esc) {
if (mousePressed) {
System.out.println("x");
esc = true;
}
}
The event variables (mousePressed, keyPressed, etc.) are updated between calls to the draw() function.
In other words: the mousePressed function will never change within a call to the draw() function. You need to let the draw() function complete and then be called again if you want the event variables to be updated.
Behind the scenes, this is because Processing is single-threaded. (This is by design, because multi-threaded UI programs are a nightmare.)
Taking a step back, you probably don't want to include a long loop inside your draw() function. Take advantage of the 60 FPS loop that's implemented by Processing instead.
I'm using Java within a Processing project. I'm trying to make a delay that doesn't stop the program, but stops only a given block of code. That "processing" block of code could for example add 1 to a variable, then wait one second and then add 1 again. The problem is that delay() (see reference) stops the whole program and Thread.sleep() doesn't work in a Processing project.
You should not use delay() or Thread.sleep() in Processing unless you're already using your own threads. Don't use it on the default Processing thread (so don't use it in any of the Processing functions).
Instead, use the frameCount variable or the millis() function to get the time that your event starts, and then check that against the current time to determine when to stop the event.
Here's an example that shows a circle for 5 seconds whenever the user clicks:
int clickTime = 0;
boolean showCircle = false;
void draw(){
background(64);
if(showCircle){
ellipse(width/2, height/2, width, height);
if(clickTime + 5*1000 < millis()){
showCircle = false;
}
}
}
void mousePressed(){
clickTime = millis();
showCircle = true;
}
Side note: please try to use proper punctuation when you type. Right now your question is just one long run-on sentence, which makes it very hard to read.
So basically I have a timer method in my program which uses the integer z as it's parameter as well as the delay for the timer itself. But every time I run this method, it creates a new timer not deleting the old one. So I decided to add an if else block that made it so that it only created a timer on the first time but now it's saying that it might not have been initialized because it was initialized in the if else block. Can someone help me?
public void timer(int z) {
int count = 0;
Timer tester;
z = (60000 / z);
decide = true;
ActionListener taskPerformer = new ActionListener() {
public void actionPerformed(ActionEvent evt) {noteDecider();}
};
if(count == 0) {
tester = new Timer(z, taskPerformer);
tester.start();
}
else {
tester.setDelay(z);
tester.start();
}
count++;
}
I would say that if you are concern about optimizing your code you should look into optimizing your Timer class. Like moving the ActionListener object inside Timer itself and more. All your timer(int z) method is doing is trying to use an object to keep track time not managing the lifecycle of Timer objects.
I'm attempting to get an animation working in a game I'm developing. The animation works by setting a button size to very small, then gradually growing it to its normal size again. I have it working, except I'm having timing issues.
Sometimes the button will grow almost instantly, sometimes it goes VERY slow. I'm looking for something inbetween, and I need it to ALWAYS grow at that size, not some times fast sometimes slow.
I've looked into it and I found this pseudocode:
distance_for_dt = speed * delta_time
new_position = old_position + distance_for_dt
Unfortunately I don't understand what's being said, and I don't know how to apply this to my code. Can anyone help with that or explain what's being said in the above pseudocode?
Here's my timer code, timer is already defined above as a Timer, and z[] is just a pair of coordinates:
timer = new Timer(18, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
Dimension dim = button[z[0]][z[1]].getSize();
if (dim.getHeight() < 79.9) {
button[z[0]][z[1]].setSize((int) (dim.getWidth() + 6), (int) (dim.getHeight() + 6));
} else {
button[z[0]][z[1]].setSize(80, 80);
timer.stop();
}
}
});
timer.start();
Depending on how many updates you're calling on your Swing application, it may be getting "backed up" and slowing down. For instance, if you wanted to accomplish the animation without a Timer, you could just do something like this:
// example method to do animation
public void animateButton(final int wait){
Thread thread = new Thread(){
public void run(){
// some loop structure to define how long to run animation
Dimension dim = button[z[0]][z[1]].getSize();
while (dim.getHeight() < 79.9){
SwingUtilities.invokeLater(new Runnable(){
//update Swing components here
});
try{ Thread.Sleep(wait); }
catch(Exception e){}
}
}
}
}
thread.start();
}
I think this may be similar to how a Timer updates the GUI, as Timers run on a separate thread. I would look into whether or not you need to use invokeLater(new Runnable) inside a timer to properly schedule the task. I had to do this to allow a project I was working on to keep responsive during long tasks. If you really needed to ensure the speed and maybe DROP updates to adjust for system lag, then you'll need to be calculating how complete the animation is vs how much time has passed, using a method call such as System.currentTimeMillis() or System.nanoTime(). Then, adjust accordingly for each step of the animation.
I am attempting to create a simple animation in which a series of bubble rotate around a centre point. I have one version of animation where the bubbles spread from the centrepoint before they begin to rotate, which works fine, but as soon as I click one of the images (which sparks the animation) the screen freezes for a moment and then the bubbles appear in their end position, rather than showing each step they made.
What I have so far is:
while(bubble[1].getDegree() != 270)
{
long time = System.currentTimeMillis();
//the below if statement contains the function calls for
//the rotating bubble animations.
next();
draw();
// delay for each frame - time it took for one frame
time = (1000 / fps) - (System.currentTimeMillis() - time);
if (time > 0)
{
try
{
Thread.sleep(time);
}
catch(Exception e){}
}
}
public void draw()
{
for(int i = 1; i < bubble.length; i++)
{
iconLabel[i].setLocation(bubble[i].getX(), bubble[i].getY());
textLabel[i].setLocation((bubble[i].getX()+10),(bubble[i].getY()+10));
}
}
For clarity, the method "next()" merely changes the position of the bubble to the appropriate place, I know this to be functioning as I have had the animation work before but once I implemented the animation to JLabels it stopped working.
Any help would be appreciated.
The drawing is frozen because you block the event dispatch thread. Drawing is done in the same thread as the while loop, and since the loop prevents anything else happening while it's running, swing can get to drawing only after the loop is finished, so only the last position is drawn.
Use a swing Timer instead:
timer = new Timer(delay, new ActionListener() {
public void actionPerformed(ActionEvent e) {
// whatever you need for the animation
updatePositions();
repaint();
}
});
timer.start();
And then call timer.stop() when all the frames you need have been processed.