Small error in animation whcih shoots even if no guns must fix that

This commit is contained in:
KahootChampion
2019-03-24 21:02:13 -06:00
parent 31c72b3a1c
commit bf21232510

View File

@@ -170,6 +170,8 @@ public class AnimationTesting extends Player {
public boolean destroyLittyShipsOrEscape(Stage stage) throws Exception { public boolean destroyLittyShipsOrEscape(Stage stage) throws Exception {
cannon.setLayoutX(beginningX); cannon.setLayoutX(beginningX);
cannon.setLayoutY(beginningY); cannon.setLayoutY(beginningY);
@@ -179,11 +181,7 @@ public class AnimationTesting extends Player {
int missCounter = 0; int missCounter = 0;
boolean gunFrustration = false; boolean gunFrustration = false;
report.setVisible(false);
runAwayOrLeft.setVisible(false);
shipsRemaining.setVisible(false);
HPLeft.setVisible(false);
gunsLeftOrTaken.setVisible(false);
@@ -321,7 +319,9 @@ public class AnimationTesting extends Player {
shotsFired.setToX(endX); shotsFired.setToX(endX);
shotsFired.setToY(endY); shotsFired.setToY(endY);
shotsFired.setDuration(Duration.seconds(1)); shotsFired.setDuration(Duration.seconds(1));
shotsFired.setCycleCount(getGuns()); if(getGuns()>0) {
shotsFired.setCycleCount(getGuns());
}
shotsFired.setNode(cannon); shotsFired.setNode(cannon);
shotsFired.play(); shotsFired.play();
} }
@@ -337,6 +337,23 @@ public class AnimationTesting extends Player {
enemyShots.play(); enemyShots.play();
} }
public void setVisibilitiesAndTransition(Stage stage) {
completeWipe();
continueButton.setVisible(true);
continueButton.setDefaultButton(true);
fightButton.setVisible(false);
runButton.setVisible(false);
/**
* Switches to Taipan Shop scene
* @param event, once button is clicked, executes graphical information
*/
continueButton.setOnAction(event -> {
TaipanShopGUI shop = new TaipanShopGUI(getPlayer());
shop.initializeShop(stage);
stage.show();
});
}
public void startShipAnimation(Stage primaryStage) throws Exception { public void startShipAnimation(Stage primaryStage) throws Exception {
setNumOfLittyShips(numOfShips()); setNumOfLittyShips(numOfShips());
@@ -495,16 +512,60 @@ public class AnimationTesting extends Player {
} }
}); });
//Flee
runButton.setOnAction(new EventHandler<ActionEvent>() {
@Override
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 //Fight
fightButton.setOnAction(new EventHandler<ActionEvent>() { fightButton.setOnAction(new EventHandler<ActionEvent>() {
@Override @Override
/** /**
* Fight Button, engages in fight logic and graphical interface * Fight Button, engages in fight logic and graphical interface
* @param event, once button is clicked, executes graphical information * @param event, once button is clicked, executes graphical information
*/ */
public void handle(ActionEvent event) { 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 { try {
winOrLose= destroyLittyShipsOrEscape(primaryStage); winOrLose= destroyLittyShipsOrEscape(primaryStage);
@@ -523,7 +584,11 @@ public class AnimationTesting extends Player {
} }
playerShoots();
playerShoots();
shotsFired.setOnFinished(new EventHandler<ActionEvent>() { shotsFired.setOnFinished(new EventHandler<ActionEvent>() {
@Override @Override
@@ -543,6 +608,8 @@ public class AnimationTesting extends Player {
enemyShots.setOnFinished(new EventHandler<ActionEvent>() { enemyShots.setOnFinished(new EventHandler<ActionEvent>() {
@Override @Override
public void handle(ActionEvent event) { public void handle(ActionEvent event) {
fightButton.setVisible(true);
runButton.setVisible(true);
report.setVisible(true); report.setVisible(true);
cannon.setVisible(false); cannon.setVisible(false);
runAwayOrLeft.setVisible(true); runAwayOrLeft.setVisible(true);