I have (what should be) a simple problem to tackle and I’m open to other ways to solve it. I am open to other solutions.
The problem:
We are using java swing to display the graphics of a turn-based, tile-based game. I’m using jlabels with icons, absolutely positioned.
To animate the movement, I am using a swing timer that updates the location by 4 pixels at a time, slowly moving the sprite right, left, etc.
To achieve this initially, I was running a timer, which works wonderfully. The problem comes in when I try to move down, then move right.
The sprite moves down, never moves right, and if I watch the execution with some console printing, it’s clear to see that both timers are running at the same time. I’ve done a fair amount of digging on the internet and I wasn’t able to find a way to tell a swing timer not to execute until the first timer has stopped, and if I try to busy-wait until one timer finishes (yuck) the UI never displays at all (clearly a step in the wrong direction.)
Now I can convert away from timers altogether and either have the sprite teleport to its new location, or use some awful busy-wait movement scheme, but I’m hoping some kind soul has a solution.
In short: I need a way to run a swing timer for a set period of time, stop it, and then start a new timer, so that they do not overlap. Preferably this method would allow each timer to be in its own method, and I could then call the methods one after the other.
Thanks in advance for any advice you might have.
Edit: Expanded example code. If a full scsse is a requirement for your advice then I’m sorry to have wasted your time, because the full code is a beast. This sample code does not work at all as it stands, sorry, but it should illustrate the point.
So. We have two functions, each with a timer that runs an animation cycle, one for moving down and right diagonally, one for moving straight down.
public class TestClass {
static int counter = 0;
static int counter2 = 0;
static Timer timerC;
static Timer timerX;
public static void main(String[] args) {
moveC();
moveX();
}
public static void moveC() {
int delay = 200; // milliseconds
timerC = new Timer(delay, null);
timerC.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent evt) {
if (counter < 32) {
counter = counter + 4;
System.out.println("*C*");
} else {
timerC.stop();
System.out.println("*C STOP*");
}
}
});
timerC.start();
}
public static void moveX() {
int delay = 200; // milliseconds
timerX = new Timer(delay, null);
timerX.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent evt) {
if (counter < 32) {
counter = counter + 4;
System.out.println("*X*");
} else {
timerX.stop();
System.out.println("*X STOP*");
}
}
});
timerX.start();
}
}
What I would want to see here eventually would be
*C*
*C*
*C*
*C*
*C STOP*
*X*
*X*
*X*
*X*
*X STOP*
What I actually get is
*C*
*X*
*C*
*X*
*C*
*X*
*C*
*X*
*C STOP*
*X STOP*
The point I’m trying to get at here is running one animation cycle to completion, then the other.
Thanks again.
Don’t use multiple Timers, but rather only one Timer that deals with each direction as it’s needed. You need some type of queue to hold the direction information, either a formal queue or a collection that you use as a queue (first in, first out), and then have your Timer extract the direction from this queue as it’s running. For example, here I use my JList’s model as my queue by removing and using the Direction that was added first (at the top of the JList):