如何从AnimationTimer对象获取特定字段?

时间:2019-12-03 22:44:32

标签: java javafx

我已经使用JavaFX编写了一个简单的游戏,游戏本身使用了GUIFX,AnimationTimer编写了一个游戏,但是我发现在AnimationTimer对象中更新的任何字段都不能在该对象之外找到。我已经成功地连续记录了游戏的运行时间以及该游戏的得分,但找不到从AnimationTimer对象中获取这些值的方法,因此无法将其添加到我的GUI中。

我已经尝试过java.lang.Reflect,但是我似乎无法使其正常工作。

AnimationTimer animations = new AnimationTimer() //creates animations
{
    @Override
    public void handle(long now) 
    {       
        //update frames           
        if(jump == 0) //moves the player model to the starting position
        {
            playerY = 160;               
        }

        else if(jump == 1) //moves the player model up (jumping)
        {
            playerY = 100;              
        }

        if(shout == 1) //makes player immune while "shouting"
        {
            player.setFill(Color.GREEN);
        }

        if(shout == 0) //makes player not immune anymore
            player.setFill(Color.BLUE);

        if(obstacleX == PLAYER_X) //updates the score
        {
            points += 10;   
            score.setText("Score: " + String.valueOf(points));
        }

        if(player.getBoundsInParent().intersects(obstacle.getBoundsInParent())) //detects if the player model touches an obstacles
        {
            if(obstacle.getEndY() == 0)
            {
                if(player.getFill() == Color.BLUE)   
                    player.setFill(Color.RED);  
            }

            else if(obstacle.getEndY() == 130)
                player.setFill(Color.RED);       
        }

        if(obstacleX > 0) //moves the obstacles' reference point from the right to the left
            obstacleX -= 5;

        if(obstacleX == 0)
        {
            obstacleX = 400;  
            int[] array = new int[]{0, 0, 130};
            Random randomNum = new Random();
            int i = randomNum.nextInt(array.length);
            random = array[i];
            obstacle.setEndY(random);
        }

        //render frames
        player.setCenterY(playerY); 
        obstacle.setStartX(obstacleX); //this and line 110 move the obstacle across the scene
        obstacle.setEndX(obstacleX);

        try{ //exception handler for outputs      

            if(player.getFill() == Color.GREEN)
            {
                digitalOutput6.setDutyCycle(1); //turns on green LED
                digitalOutput0.setDutyCycle(0);
            }

            if(player.getFill() == Color.BLUE)
            {
                digitalOutput6.setDutyCycle(0); //turns off LEDs
                digitalOutput0.setDutyCycle(0);
            }  

            if(player.getFill() == Color.RED) //stops the animation when the player model reacts to touching an obstacle
            {
                endTime = System.currentTimeMillis() - startTime; 
                finalScore = score.getText();
                this.stop(); //ends game                             
                gameOver = 1;              
                digitalOutput0.setDutyCycle(1); //turns on red LED
                digitalOutput6.setDutyCycle(0);
                gameStage.setScene(gameEnd); //establishing scene
                gameStage.setTitle("Game Over"); 
                gameStage.show();                                   
            }          
        } //end of try block

        catch(PhidgetException e)
        {
            System.out.println("Phidget Output Error");
        }                              
    } //end of animation handle itself                                                            
};    //end of animation method 

我尝试使用

long finalTime = animations.getLong(endTime);

String endScore = animations.getField(finalScore);

但是没有运气。任何帮助表示赞赏。

2 个答案:

答案 0 :(得分:0)

<FlatList data={messages} renderItem={({ item }) => <ChildComponent item={item} check={check} /> } keyExtractor={item => item.id.toString()} extraData={check} /> 本身不公开任何属性,创建一个将var inValid = /\s/; var value = " "; var k = inValid.test(value); alert(k);对象包装在其中的自定义类,并保存要访问的所有属性。

初始化自定义类时,初始化AnimationTimer对象并覆盖函数(如您所做的那样),还更新要公开的任何属性。

我对javafx不熟悉,可能还有其他更好的方法,这是我能想到的一种快速解决方案。

进行快速搜索,这些示例可能会有所帮助:
https://netopyr.com/2012/06/14/using-the-javafx-animationtimer/
https://tbeernot.wordpress.com/2011/11/12/javafx-2-0-bubblemark/

答案 1 :(得分:0)

首先不要在匿名类上使用反射。它可以工作,但是会导致很多效率低下和肮脏的代码。 其次,您尝试访问方法范围中的字段 handle(现在很久)不在Class范围内。

        AnimationTimer t = new AnimationTimer() {
            int fieldInt = 0; // would be accessible
            @Override
            public void handle(long now) {
                //do something

            }
        };

        AnimationTimer t = new AnimationTimer() {

            @Override
            public void handle(long now) {
                int fieldInt = 0; // is not accessible as regular field
                //do something

            }
        };

您可以执行以下操作:

使用扩展Animationtimer的类

public class Scheduler extends AnimationTimer{

    private int gameEnd = 42;
    private String someValue = "hello";

    @Override
    public void handle(long now) {

        gameEnd += 1;

        if(gameEnd >= 1000000) {
            someValue ="Bye bye";
        }
    }

    public String getSomeValue() {
        return someValue;
    }

您可以在这里使用:


Scheduler s = new Scheduler();

s.start();

//whatever you want to do

System.out.Println(s.getSomeValue());

,或者当您要使用匿名类方法时,应创建并使用AnimationTimer之外的Property。 (这是我喜欢的事情,因为您可以在Property上使用changeListener,并在更改值时接收回调)

    public void whateverMethod() {

        SimpleIntegerProperty gameEndProp = new SimpleIntegerProperty(42);
        AnimationTimer t = new AnimationTimer() {

            @Override
            public void handle(long now) {
                gameEndProp.set(gameEndProp.get()+1);

            }
        };

        t.start();
        //Do something
        System.out.println(gameEndProp.get());

    }