S
SamuelXiao
Hi all, I am writing a simple monopoly board game, it has 2 player, 1
is controlled by human while another by PC. Human will trigger roll
dice/buy/so on by pressing buttons. While the PC is doing these
actions automatically by calling functions in sequence. Below is part
of the code.
public void btnRoll(){
final Timer timer = new Timer();
final int index = turn - 1;
boolean snakeEyes = false;
dice1 = (int)(Math.random() * 6 + 1);
dice2 = (int)(Math.random() * 6 + 1);
if(dice1 == dice2) {
snakeEyes = true;
rolled = false;
}
if(snakeEyes == true){
tempFlagPlayer = true;
}else{
tempFlagPlayer = false;
}
timer.schedule(new TimerTask(){
private int diceSum = dice1 + dice2;
public void run(){
synchronized(lock) {
if (diceSum > 0){
movePlayer(players.get(index), tempFlagPlayer); // move player
one space each time
diceSum --;
repaint();
}else{
checkPlayerMovedStatus(players,tempFlagPlayer);
propertymanager.CheckProperty(turn,
players.get(index).getPosition());
lock.notify();
rolled = true;
timer.cancel();
}
repaint();
}
}
}, 100L,100L);
repaint();
}
and in AIturn(int tempNumOfPlayers){
public void AIturn(int tempNumOfPlayers){
btnRoll();
synchronized(lock) {
if(!rolled){
try{
lock.wait();
}
catch(InterruptedException e){}
}
if(propertymanager.Properties[players.get(turn-1).getPosition()]
[0] == 0){
SystemLogHelper.info("enter btnBuy()");
btnBuy();
}
if(rolled) {
btnDone(tempNumOfPlayers);
}
}
}
but I found there is another problem for AIturn(int tempNumOfPlayers),
in the btnRoll() in AIturn(),
if (diceSum > 0){
movePlayer(players.get(index), tempFlagPlayer); //
move player one
space each time
diceSum --;
repaint();
}
I found the repaint() doesn't work when it comes to AIturn() call, it
directly go to the cell instead step by step. The repaint() seems not
update each step. If there any way to force repaint()? Thanks.
is controlled by human while another by PC. Human will trigger roll
dice/buy/so on by pressing buttons. While the PC is doing these
actions automatically by calling functions in sequence. Below is part
of the code.
public void btnRoll(){
final Timer timer = new Timer();
final int index = turn - 1;
boolean snakeEyes = false;
dice1 = (int)(Math.random() * 6 + 1);
dice2 = (int)(Math.random() * 6 + 1);
if(dice1 == dice2) {
snakeEyes = true;
rolled = false;
}
if(snakeEyes == true){
tempFlagPlayer = true;
}else{
tempFlagPlayer = false;
}
timer.schedule(new TimerTask(){
private int diceSum = dice1 + dice2;
public void run(){
synchronized(lock) {
if (diceSum > 0){
movePlayer(players.get(index), tempFlagPlayer); // move player
one space each time
diceSum --;
repaint();
}else{
checkPlayerMovedStatus(players,tempFlagPlayer);
propertymanager.CheckProperty(turn,
players.get(index).getPosition());
lock.notify();
rolled = true;
timer.cancel();
}
repaint();
}
}
}, 100L,100L);
repaint();
}
and in AIturn(int tempNumOfPlayers){
public void AIturn(int tempNumOfPlayers){
btnRoll();
synchronized(lock) {
if(!rolled){
try{
lock.wait();
}
catch(InterruptedException e){}
}
if(propertymanager.Properties[players.get(turn-1).getPosition()]
[0] == 0){
SystemLogHelper.info("enter btnBuy()");
btnBuy();
}
if(rolled) {
btnDone(tempNumOfPlayers);
}
}
}
but I found there is another problem for AIturn(int tempNumOfPlayers),
in the btnRoll() in AIturn(),
if (diceSum > 0){
movePlayer(players.get(index), tempFlagPlayer); //
move player one
space each time
diceSum --;
repaint();
}
I found the repaint() doesn't work when it comes to AIturn() call, it
directly go to the cell instead step by step. The repaint() seems not
update each step. If there any way to force repaint()? Thanks.