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Commit 56cfbbe2 authored by koz01's avatar koz01
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Initialize force and angle base on sliders.

parent 076cd319
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package lab; package lab;
import javafx.animation.AnimationTimer; import javafx.animation.AnimationTimer;
import javafx.beans.value.ChangeListener;
import javafx.beans.value.ObservableValue;
import javafx.fxml.FXML; import javafx.fxml.FXML;
import javafx.scene.canvas.Canvas; import javafx.scene.canvas.Canvas;
import javafx.scene.control.Slider; import javafx.scene.control.Slider;
...@@ -27,7 +25,9 @@ public class GameController { ...@@ -27,7 +25,9 @@ public class GameController {
public void startGame() { public void startGame() {
this.world = new World(canvas.getWidth(), canvas.getHeight()); this.world = new World(canvas.getWidth(), canvas.getHeight());
angleSlider.valueProperty().addListener( (val, oldValue, newValue) -> world.setAngle(newValue.doubleValue())); angleSlider.valueProperty().addListener( (val, oldValue, newValue) -> world.setAngle(newValue.doubleValue()));
world.setAngle(angleSlider.getValue());
forceSlider.valueProperty().addListener( (val, oldValue, newValue) -> world.setForce(newValue.doubleValue())); forceSlider.valueProperty().addListener( (val, oldValue, newValue) -> world.setForce(newValue.doubleValue()));
world.setForce(forceSlider.getValue());
//Draw scene on a separate thread to avoid blocking UI. //Draw scene on a separate thread to avoid blocking UI.
animationTimer = new DrawingThread(canvas, world); animationTimer = new DrawingThread(canvas, world);
animationTimer.start(); animationTimer.start();
......
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