Completed ShipWarfareGUI
This commit is contained in:
668
src/ShipWarfareGUI.java
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668
src/ShipWarfareGUI.java
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import javafx.animation.*;
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import javafx.event.ActionEvent;
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import javafx.event.EventHandler;
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import javafx.geometry.Insets;
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import javafx.scene.Scene;
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import javafx.scene.control.Button;
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import javafx.scene.control.Label;
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import javafx.scene.image.Image;
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import javafx.scene.image.ImageView;
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import javafx.scene.layout.BorderPane;
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import javafx.scene.layout.HBox;
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import javafx.scene.layout.Pane;
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import javafx.scene.layout.VBox;
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import javafx.scene.shape.Circle;
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import javafx.stage.Stage;
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import javafx.util.Duration;
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import java.io.FileInputStream;
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import java.util.Random;
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/**
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* 2019-03-10 (Edited on 2019-03-23)
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* Author: Haris Muhammad
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* ShipWarfareGUI class, Generates and utilizes ships which the user can attack or run from
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*/
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public class ShipWarfareGUI extends Player {
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private ShipWarfareGUI ship;
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private Circle cannon;
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private VBox buttonBox;
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private HBox fightRunBox;
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private Button fightButton;
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private Button runButton;
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private Button continueButton;
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private VBox labelBox;
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private Label title;
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private Label HPLeft;
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private Label gunsLeftOrTaken;
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private Label runAwayOrLeft;
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private Label shipsRemaining;
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private Label report;
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private boolean winOrLose= false;
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private int counter1;
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private int timeCounter;
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private int numOfLittyShips = 0;
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private boolean userAttacks = true;
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private int startingLittyShips = 0;
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private int howMuchRun = 0;
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private int counter = 0;
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private String pirateName = "Liu Yen";
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private int beginningX = 150;
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private int beginningY = 245;
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private int endX = 350;
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private int endY = 90;
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private TranslateTransition shotsFired = new TranslateTransition();
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private TranslateTransition enemyShots = new TranslateTransition();
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/**
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* constructor; only runs when a Player object is provided. The constructor is fully encapsulated.
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*
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* @param player is a Player object that will be copied and the player instance variable is set to the copy.
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*/
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public ShipWarfareGUI(Player player) {
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Player playerDummy = new Player(player);
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setPlayer(playerDummy);
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}
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/**
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* The number of ships that attack is based on the amount of money one has on hand
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*
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* @return the number of ships which will attack
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*/
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public int numOfShips() {
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int numOfShipsAttacking = 0;
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Random randomValue = new Random();
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if (getMoney() <= 100000) {
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//Minimum one ship will attack, maximum 20
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numOfShipsAttacking = randomValue.nextInt(20) + 1;
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} else if (getMoney() <= 200000) {
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//Minimum 30 Ships will attack, maximum 70
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numOfShipsAttacking = randomValue.nextInt(40) + 31;
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} else if (getMoney() <= 500000) {
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//Minimum 50 ships will attack, maximum 140
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numOfShipsAttacking = randomValue.nextInt(90) + 51;
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} else if (getMoney() >= 1000000) {
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//Minimum 100 ships will attack, maximum 300 ships
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numOfShipsAttacking = randomValue.nextInt(200) + 101;
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}
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return numOfShipsAttacking;
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}
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/**
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* setter method that takes in an integer as an argument
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*
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* @param numOfLittyShips the number of ships to be used in the peasant fleet attack
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*/
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public void setNumOfLittyShips(int numOfLittyShips) {
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counter1++;
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this.numOfLittyShips = numOfLittyShips;
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if (counter1 == 1) {
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startingLittyShips = numOfLittyShips;
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}
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}
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/**
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* One in two chance of running away
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*
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* @return true if the user is allowed to run, false if not, the "default" is false
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*/
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public boolean runFromShips() {
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userAttacks = false;
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Random randomValue = new Random();
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int runSuccessChance = randomValue.nextInt(10) + 1;
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if (runSuccessChance == 2) {
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return true;
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} else if (runSuccessChance == 1) {
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return false;
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}
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return false;
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}
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/**
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* Sets most of the labels invisible except for the "fight or run" label
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*/
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public void wipe() {
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title.setVisible(false);
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runAwayOrLeft.setVisible(false);
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shipsRemaining.setVisible(false);
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HPLeft.setVisible(false);
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gunsLeftOrTaken.setVisible(false);
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}
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/**
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* Sets most of the labels invisible including the fight or run label
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*/
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public void completeWipe() {
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title.setVisible(false);
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runAwayOrLeft.setVisible(false);
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shipsRemaining.setVisible(false);
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HPLeft.setVisible(false);
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gunsLeftOrTaken.setVisible(false);
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report.setVisible(false);
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}
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/**
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* The user faces off against the litty ships and either prevails, dies, or runs away
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*
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* @return true if the user wins, loses, or flees, it returns false otherwise
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*/
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public boolean destroyLittyShipsOrEscape(Stage stage) throws Exception {
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cannon.setLayoutX(beginningX);
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cannon.setLayoutY(beginningY);
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int calculateLoot = 0;
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int chanceOfEnemyRun = 0;
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int hitCounter = 0;
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int missCounter = 0;
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boolean gunFrustration = false;
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Random randomValue = new Random();
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int exitValue = 0;
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//Player volley
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//while (exitValue == 0) {
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if (getGuns() > 0) {
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for (int j = 0; j < getGuns(); j++) {
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if (userAttacks == true) {
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int hitOrMiss = randomValue.nextInt(2) + 1;
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if (hitOrMiss == 2) {
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numOfLittyShips--;
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if (numOfLittyShips <= 0) {
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exitValue = 1;
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//break;
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}
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hitCounter++;
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} else {
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missCounter++;
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}
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} else {
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//continue;
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}
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}
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if (userAttacks == true) {
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report.setText(String.format("Report: Ships hit: %d, Shots missed: %d", hitCounter, missCounter));
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}
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} else {
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report.setText("We don't have any guns!!!");
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}
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if (numOfLittyShips <= 0) {
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exitValue = 1;
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//break;
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}
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if (getGuns() > 0) {
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chanceOfEnemyRun = randomValue.nextInt(2) + 1;
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if (chanceOfEnemyRun == 2) {
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howMuchRun = randomValue.nextInt(15) + 1;
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if (howMuchRun != 0 && howMuchRun < numOfLittyShips) {
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setNumOfLittyShips(numOfLittyShips - howMuchRun);
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if (userAttacks == true) {
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if (howMuchRun > 0) {
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runAwayOrLeft.setText(String.format("Cowards! %d ships ran away %s! ", howMuchRun, getName()));
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//runAwayOrLeft.setVisible(true);
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}
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} else {
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report.setText((String.format("Escaped %d of them %s!", howMuchRun, getName())));
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}
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}
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}
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}
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shipsRemaining.setText(String.format("%d ships remaining and they look angry!", numOfLittyShips));
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//Computer volley
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int takeGunChance = randomValue.nextInt(4) + 1;
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if (takeGunChance == 1 && getGuns() > 0) {
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setGuns(getGuns() - 1);
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gunFrustration = true;
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} else {
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if (numOfLittyShips > 0) {
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int HPTaken = randomValue.nextInt(10);
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setHP(getHP() - (HPTaken));
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}
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}
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if (getHP() <= 0) {
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exitValue = 2;
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//break;
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}
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if (gunFrustration == true) {
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gunsLeftOrTaken.setText(String.format("Dang it! We only have %d guns left", getGuns()));
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} else {
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gunsLeftOrTaken.setText(String.format("We still have %d guns left", getGuns()));
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}
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HPLeft.setText(String.format("EEK, our current ship status is %d%% ", getHP()));
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if (userAttacks == false) {
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userAttacks = true;
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}
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if (exitValue == 1) {
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wipe();
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calculateLoot = (startingLittyShips * 100) + randomValue.nextInt(startingLittyShips) * 200;
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setMoney(getMoney() + calculateLoot);
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report.setText(String.format("Our firm has earned $%,d in loot! ", calculateLoot));
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continueButton.setVisible(true);
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completeWipe();
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fightButton.setVisible(false);
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runButton.setVisible(false);
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continueButton.setDefaultButton(true);
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return true;
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} else if (exitValue == 2) {
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GameEndGUI gameEndGUI = new GameEndGUI(getPlayer());
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gameEndGUI.initializeGameEndGUI(stage);
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stage.show();
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return true;
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} else if (exitValue == 3) {
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report.setText(String.format("We made it out at %d%% ship status!", getHP()));
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continueButton.setVisible(true);
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completeWipe();
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fightButton.setVisible(false);
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runButton.setVisible(false);
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continueButton.setDefaultButton(true);
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return true;
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}
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return false;
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}
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/**
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* Player attacks enemy ships in an animation
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*/
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public void playerShoots() {
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userAttacks=true;
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shotsFired.setFromX(0);
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shotsFired.setFromY(0);
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shotsFired.setToX(endX);
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shotsFired.setToY(endY);
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shotsFired.setDuration(Duration.seconds(0.5));
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if(getGuns()>0) {
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shotsFired.setCycleCount(getGuns());
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}
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else{
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shotsFired.setCycleCount(0);
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shotsFired.stop();
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cannon.setVisible(false);
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}
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shotsFired.setNode(cannon);
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shotsFired.play();
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}
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/**
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* Ships attack player ship back in an animation
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*/
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public void shipsRetaliate(){
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cannon.setVisible(true);
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enemyShots.setFromX(270);
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enemyShots.setFromY(0);
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enemyShots.setToX(-30);
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enemyShots.setToY(90);
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enemyShots.setDuration(Duration.seconds(0.5));
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enemyShots.setCycleCount(1);
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enemyShots.setNode(cannon);
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enemyShots.play();
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}
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/**
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* Sets most buttons to being invisble and switches to TaipanShop scene
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*
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* @param stage stage the user incorporates when they utilize the GUI
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*/
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public void setVisibilitiesAndTransition(Stage stage) {
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completeWipe();
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continueButton.setVisible(true);
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continueButton.setDefaultButton(true);
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fightButton.setVisible(false);
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runButton.setVisible(false);
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/**
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* Switches to Taipan Shop scene
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* @param event, once button is clicked, executes graphical information
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*/
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continueButton.setOnAction(event -> {
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TaipanShopGUI shop = new TaipanShopGUI(getPlayer());
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shop.initializeShop(stage);
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stage.show();
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});
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}
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/**
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* Generaties ships and deploys logic for the shipwarfare
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* @param primaryStage sets up the stage to whcih the GUI may be based around
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* @throws Exception in case of interruptions withing the graphical interface
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*/
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public void initializeShip(Stage primaryStage) throws Exception {
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setNumOfLittyShips(numOfShips());
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Pane root = new Pane();
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HBox usAgainstEnemyDivisor;
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BorderPane centeringUserShipPane = new BorderPane();
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Circle cannon;
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BorderPane centeringLittyShipPane = new BorderPane();
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BorderPane encompassingPane = new BorderPane();
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usAgainstEnemyDivisor = new HBox();
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cannon = new Circle();
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this.cannon = cannon;
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cannon.setVisible(false);
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buttonBox = new VBox();
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fightRunBox = new HBox();
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fightButton = new Button();
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runButton = new Button();
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continueButton = new Button();
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labelBox = new VBox();
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title = new Label();
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HPLeft = new Label();
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gunsLeftOrTaken = new Label();
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runAwayOrLeft = new Label();
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shipsRemaining = new Label();
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report = new Label();
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title.setText(String.format("%d ships from Liu Yuen's Fleet are attacking, Would you like to fight or run?", numOfLittyShips));
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fightButton.setText("Fight");
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runButton.setText("Run");
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continueButton.setText("Continue");
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fightButton.setVisible(true);
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runButton.setVisible(true);
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continueButton.setVisible(false);
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encompassingPane.setAlignment(labelBox, javafx.geometry.Pos.CENTER);
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labelBox.setAlignment(javafx.geometry.Pos.CENTER);
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labelBox.setPrefHeight(41.0);
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labelBox.setPrefWidth(600.0);
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labelBox.setSpacing(20.0);
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labelBox.setPadding(new Insets(10.0, 0.0, 0.0, 0.0));
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encompassingPane.setAlignment(buttonBox, javafx.geometry.Pos.CENTER);
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buttonBox.setAlignment(javafx.geometry.Pos.TOP_CENTER);
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fightRunBox.setAlignment(javafx.geometry.Pos.CENTER);
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fightRunBox.setPrefHeight(100.0);
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fightRunBox.setPrefWidth(200.0);
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fightRunBox.setSpacing(10.0);
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VBox.setMargin(continueButton, new Insets(0.0, 0.0, 20.0, 0.0));
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root.getChildren().add(cannon);
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encompassingPane.setPrefHeight(480);
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encompassingPane.setPrefWidth(600);
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usAgainstEnemyDivisor.setPrefHeight(0.0);
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usAgainstEnemyDivisor.setPrefWidth(600.0);
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centeringUserShipPane.setPrefHeight(200.0);
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centeringUserShipPane.setPrefWidth(200.0);
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Image ourShip = new Image(new FileInputStream("src/images/ourShip.png"));
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Image enemyShip = new Image(new FileInputStream("src/images/enemyShip.png"));
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//Setting the image view
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ImageView userShip = new ImageView(ourShip);
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ImageView littyShip = new ImageView(enemyShip);
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BorderPane.setAlignment(userShip, javafx.geometry.Pos.CENTER);
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userShip.setFitHeight(150.0);
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userShip.setFitWidth(248.0);
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userShip.setPickOnBounds(true);
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userShip.setPreserveRatio(true);
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centeringUserShipPane.setCenter(userShip);
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BorderPane.setAlignment(buttonBox, javafx.geometry.Pos.CENTER);
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buttonBox.setAlignment(javafx.geometry.Pos.TOP_CENTER);
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usAgainstEnemyDivisor.setTranslateY(-20.0);
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cannon.setRadius(10.0);
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cannon.setStroke(javafx.scene.paint.Color.BLACK);
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cannon.setStrokeType(javafx.scene.shape.StrokeType.INSIDE);
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centeringUserShipPane.setRight(cannon);
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centeringLittyShipPane.setPrefHeight(200.0);
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centeringLittyShipPane.setPrefWidth(200.0);
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centeringLittyShipPane.setOpaqueInsets(new Insets(0.0));
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HBox.setMargin(centeringLittyShipPane, new Insets(0.0, 0.0, 0.0, 200.0));
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encompassingPane.setAlignment(littyShip, javafx.geometry.Pos.CENTER);
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littyShip.setFitHeight(165.0);
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littyShip.setFitWidth(180.0);
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littyShip.setPickOnBounds(true);
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littyShip.setPreserveRatio(true);
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encompassingPane.setMargin(littyShip, new Insets(0.0, 0.0, 20.0, 0.0));
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centeringLittyShipPane.setCenter(littyShip);
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usAgainstEnemyDivisor.getChildren().add(centeringUserShipPane);
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usAgainstEnemyDivisor.getChildren().add(centeringLittyShipPane);
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fightRunBox.getChildren().add(fightButton);
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fightRunBox.getChildren().add(continueButton);
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fightRunBox.getChildren().add(runButton);
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buttonBox.getChildren().add(fightRunBox);
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labelBox.getChildren().add(title);
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labelBox.getChildren().add(HPLeft);
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labelBox.getChildren().add(gunsLeftOrTaken);
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labelBox.getChildren().add(runAwayOrLeft);
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labelBox.getChildren().add(shipsRemaining);
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labelBox.getChildren().add(report);
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encompassingPane.setTop(labelBox);
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encompassingPane.setCenter(usAgainstEnemyDivisor);
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||||
encompassingPane.setBottom(buttonBox);
|
||||
|
||||
root.getChildren().addAll(encompassingPane, cannon);
|
||||
|
||||
Scene scene = new Scene(root, 600, 480);
|
||||
root.getStylesheets().add("styleguide.css");
|
||||
|
||||
primaryStage.setResizable(false);
|
||||
|
||||
primaryStage.setScene(scene);
|
||||
primaryStage.show();
|
||||
continueButton.setOnAction(new EventHandler<ActionEvent>() {
|
||||
@Override
|
||||
/**
|
||||
* Continue Button, engages in run logic and graphical interface
|
||||
* @param event, once button is clicked, executes graphical information
|
||||
*/
|
||||
public void handle(ActionEvent event) {
|
||||
shotsFired.stop();
|
||||
|
||||
/**
|
||||
* Switches to Taipan Shop scene
|
||||
*/
|
||||
|
||||
TaipanShopGUI shop = new TaipanShopGUI(getPlayer());
|
||||
shop.initializeShop(primaryStage);
|
||||
primaryStage.show();
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
//Flee
|
||||
runButton.setOnAction(new EventHandler<ActionEvent>() {
|
||||
@Override
|
||||
/**
|
||||
* Run Button, engages in run logic and graphical interface
|
||||
* @param event, once button is clicked, executes graphical information
|
||||
*/
|
||||
public void handle(ActionEvent event) {
|
||||
report.setVisible(true);
|
||||
title.setVisible(true);
|
||||
shipsRemaining.setVisible(true);
|
||||
gunsLeftOrTaken.setVisible(true);
|
||||
|
||||
title.setText("Ayy captain we will try to run!");
|
||||
report.setText("Epic");
|
||||
counter++;
|
||||
|
||||
if (runFromShips() == false) {
|
||||
report.setText(("Couldn't run away"));
|
||||
try {
|
||||
winOrLose= destroyLittyShipsOrEscape(primaryStage);
|
||||
} catch (Exception e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
if(winOrLose==true){
|
||||
report.setVisible(true);
|
||||
title.setVisible(true);
|
||||
shipsRemaining.setVisible(true);
|
||||
gunsLeftOrTaken.setVisible(true);
|
||||
|
||||
}
|
||||
} else {
|
||||
|
||||
report.setText("Phew! Got away safely");
|
||||
setVisibilitiesAndTransition(primaryStage);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
//Fight
|
||||
fightButton.setOnAction(new EventHandler<ActionEvent>() {
|
||||
|
||||
@Override
|
||||
/**
|
||||
* Fight Button, engages in fight logic and graphical interface
|
||||
* @param event, once button is clicked, executes graphical information
|
||||
*/
|
||||
public void handle(ActionEvent event) {
|
||||
report.setVisible(false);
|
||||
runAwayOrLeft.setVisible(false);
|
||||
shipsRemaining.setVisible(false);
|
||||
HPLeft.setVisible(false);
|
||||
gunsLeftOrTaken.setVisible(false);
|
||||
fightButton.setVisible(false);
|
||||
runButton.setVisible(false);
|
||||
|
||||
try {
|
||||
winOrLose= destroyLittyShipsOrEscape(primaryStage);
|
||||
} catch (Exception e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
|
||||
counter++;
|
||||
|
||||
cannon.setVisible(true);
|
||||
cannon.setLayoutX(beginningX);
|
||||
cannon.setLayoutY(beginningY);
|
||||
|
||||
if (counter >= 1) {
|
||||
title.setVisible(false);
|
||||
|
||||
}
|
||||
|
||||
playerShoots();
|
||||
|
||||
shotsFired.setOnFinished(new EventHandler<ActionEvent>() {
|
||||
@Override
|
||||
/**
|
||||
* When the user is completed their volley this information will be accessed
|
||||
* @param event, once the shots fired transition is completed, execute graphical information
|
||||
*/
|
||||
public void handle(ActionEvent event) {
|
||||
shotsFired.stop();
|
||||
if(!winOrLose) {
|
||||
shipsRetaliate();
|
||||
}
|
||||
else{
|
||||
report.setVisible(true);
|
||||
continueButton.setVisible(true);
|
||||
usAgainstEnemyDivisor.setVisible(false);
|
||||
cannon.setVisible(false);
|
||||
shotsFired.stop();
|
||||
|
||||
}
|
||||
enemyShots.setOnFinished(new EventHandler<ActionEvent>() {
|
||||
@Override
|
||||
/**
|
||||
* When the user is completed their volley, this information will be accessed
|
||||
* @param event, once the enemy shots transition is completed, execute graphical information
|
||||
*/
|
||||
public void handle(ActionEvent event) {
|
||||
fightButton.setVisible(true);
|
||||
runButton.setVisible(true);
|
||||
report.setVisible(true);
|
||||
cannon.setVisible(false);
|
||||
runAwayOrLeft.setVisible(true);
|
||||
gunsLeftOrTaken.setVisible(true);
|
||||
shipsRemaining.setVisible(true);
|
||||
HPLeft.setVisible(true);
|
||||
gunsLeftOrTaken.setVisible(true);
|
||||
|
||||
if(winOrLose==true){
|
||||
usAgainstEnemyDivisor.setVisible(false);
|
||||
}
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user