我确信这很简单,我误解了一些事情。我有一个链接到FXML(视图)的控制器类。控制器不包含任何静态,但是当我尝试像这样引用模型时:
@FXML
public void goToConvert(MouseEvent event){
myController.setScreen(GameModel.CONVERT_SCREEN);
GameModel.CONVERTB = true;
GameModel.PLAYB = false;
GameModel.COMPAREB = false;
GameModel.SETTINGSB = false;
GameModel.HELPB = false;
GameModel.ProcessSreeenSwitch();
GameModel是我的模特
CONVERTB是一个公共布尔值
ProcessScreeenSwitch()是公共空白
不采取任何措施在控制器中包含对GameModel的对象引用,使用GameModel的每一行都会产生常见错误:
non-static variable CONVERTB cannot be referenced from a static context
即使控制器中没有任何静力学。我不明白为什么当前的背景是静态的。我已经尝试将GameModel声明为上面的对象(例如,在ScreensController myController的底部代码中声明了相同的位置)
GameModel GameModel = new GameModel();
或
GameModel GameModel;
这些度量会停止静态错误,但在调用它们时会创建NullPointerException。例如,如果调用goToConvert,则NullPointerException位于以下行:
GameModel.CONVERTB = true;
如何使当前上下文非静态从控制器更改GameModel中的值。
干杯
卢西奥
Controller Class:
package aimdot;
import java.awt.MouseInfo;
import java.awt.Point;
import java.io.File;
import java.net.URL;
import java.util.Random;
import java.util.ResourceBundle;
import java.util.concurrent.TimeUnit;
import javafx.event.ActionEvent;
import javafx.fxml.FXML;
import javafx.fxml.Initializable;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.input.MouseEvent;
import javafx.stage.Stage;
public class PlayScreenController implements Initializable,
ControlledScreen {
ScreensController myController;
//final static Image MOUSECURSOR = new Image (PlayScreenController.class.getResource("MouseCursor").toString());
//final static Image MOUSECURSOR_IMAGE = new Image (PlayScreenController.class.getResource("MouseCursor").toString());
// final static Image MOUSECURSOR_IMAGE = new Image (PlayScreenController.class.getResource("MouseCursor").toString());
@FXML
private ImageView imageView;
@FXML
private ImageView MouseCursor;
@FXML
private ImageView RectangleMouseHolder;
@FXML
private ImageView Target3Rings;
@FXML
private Label PLAYBUTTON;
@Override
public void initialize(URL url, ResourceBundle rb) {
}
public void setScreenParent(ScreensController screenParent){
myController = screenParent;
}
@FXML
private void PLAYBUTTONPressed(MouseEvent event){
PLAYBUTTON.setTranslateX(-400);
GameModel.AnimationTargetStart();
PLAYPHASE();
}
@FXML
public void TargetMissed(ActionEvent event){
}
@FXML
public void goToPlay(MouseEvent event){
myController.setScreen(GameModel.PLAY_SCREEN);
GameModel.CONVERTB = false;
GameModel.PLAYB = true;
GameModel.COMPAREB = false;
GameModel.SETTINGSB = false;
GameModel.HELPB = false;
GameModel.ProcessSreeenSwitch();
}
@FXML
private void goToMain(ActionEvent event){
myController.setScreen(GameModel.MAIN_MENU);
GameModel.CONVERTB = false;
GameModel.PLAYB = false;
GameModel.COMPAREB = false;
GameModel.SETTINGSB = false;
GameModel.HELPB = false;
GameModel.ProcessSreeenSwitch();
}
@FXML
public void goToConvert(MouseEvent event){
myController.setScreen(GameModel.CONVERT_SCREEN);
GameModel.CONVERTB = true;
GameModel.PLAYB = false;
GameModel.COMPAREB = false;
GameModel.SETTINGSB = false;
GameModel.HELPB = false;
GameModel.ProcessSreeenSwitch();
}
@FXML
public void goToCompare(MouseEvent event){
myController.setScreen(GameModel.COMPARE_SCREEN);
GameModel.CONVERTB = false;
GameModel.PLAYB = false;
GameModel.COMPAREB = true;
GameModel.SETTINGSB = false;
GameModel.HELPB = false;
GameModel.ProcessSreeenSwitch();
}
@FXML
public void goToSettings(MouseEvent event){
myController.setScreen(GameModel.SETTINGS_SCREEN);
GameModel.CONVERTB = false;
GameModel.PLAYB = false;
GameModel.COMPAREB = false;
GameModel.SETTINGSB = true;
GameModel.HELPB = false;
GameModel.ProcessSreeenSwitch();
}
@FXML
public void goToHelp(MouseEvent event){
myController.setScreen(GameModel.HELP_SCREEN);
GameModel.CONVERTB = false;
GameModel.PLAYB = false;
GameModel.COMPAREB = false;
GameModel.SETTINGSB = false;
GameModel.HELPB = true;
GameModel.ProcessSreeenSwitch();
}
@FXML
public void MouseLocation(MouseEvent event){
}
@FXML
public void RestartButton(MouseEvent event){
GameModel.RestartRound();
}
public void PLAYPHASE(){
boolean targetSpawned = false;
GameModel.playPhase = true;
long gameStartMS = System.currentTimeMillis();
long gameStartS = TimeUnit.MILLISECONDS.toSeconds(gameStartMS);
}
}
已尝试添加步骤的编辑。
尝试使用
GameModel Model = new GameModel();
在每个控制器中,并且从控制器中消除了GameModel的使用,但它没有起作用。它仍然在
处创建一个空指针异常Model.ProcessSreeenSwitch();
在GameModel类中:
public void ProcessSreeenSwitch(){
System.out.print("PlayB: "+PLAYB);
if (PLAYB == false){
target.setVisible(false);
PlayLabel.setVisible(false);
PutMouseMiddle.setVisible(false);
hitCountG.setVisible(false);
missCountG.setVisible(false);
rectangleMouseBoxG.setVisible(false);
RestartPlayButton.setVisible(false);
PlayTimer.setVisible(false);
PlayTimerText.setVisible(false);
}
if (PLAYB == true){
target.setVisible(true);
PlayLabel.setVisible(true);
PutMouseMiddle.setVisible(true);
hitCountG.setVisible(true);
missCountG.setVisible(true);
rectangleMouseBoxG.setVisible(true);
RestartPlayButton.setVisible(true);
PlayTimer.setVisible(true);
PlayTimerText.setVisible(true);
}
}