@Subscribe public void handleClockTickIntervallChange(ClockTickIntervalChange event) { if (event.getInterval() == 0) { numberOfTicks = -1; } else { numberOfTicks = WARE_UPDATES_MINUTES / event.getInterval(); } } // for Test purposes
@Override public void run() { try { PeriodicalDailyUpdate evt = new PeriodicalDailyUpdate(); clientServerEventBus.post(evt); } finally { scheduleNextDayUpdate(); } } }
public void initializeState() { timerEventBus.post(new PauseGame()); initializeSavedGames(); }
Platform.runLater(() -> clock.dayDateBinding().invalidate()); final ClockTickDayChange event = new ClockTickDayChange(); timerEventBus.post(event); dayChanged = true; timerEventBus.post(new PeriodicalTimeWeekEndUpdate()); timerEventBus.post(new PeriodicalTimeYearEndUpdate()); PeriodicalTimeMonthEndUpdate event1 = new PeriodicalTimeMonthEndUpdate(); timerEventBus.post(event1); final ClockTickPostDayChange event = new ClockTickPostDayChange(); timerEventBus.post(event); timerEventBus.post(new ClockTick());
private void handleNewGame(NewGame newGameDTO) { PropertyInitializer propInit = serverContext.getBean(PropertyInitializer.class); propInit.setKeySuffix(newGameDTO.getDifficulty().getLevel()); serverContext.getBean("dependentPropertyInitializer"); // Force initialisation IHumanPlayer player = startupGameEnvironment(newGameDTO); // todo: andi 18/01/14: notify the client so the GameStatus can be updated NewGameClient newGameClientDTO = NewGameClient.builder().player(player).build(); clientServerEventBus.post(new ResumeGame()); clientServerEventBus.post(newGameClientDTO); }
@PostConstruct protected void register() { clientServerEventBus.register(this); super.register(); pause(new PauseGame()); } @PreDestroy
@Subscribe public void handleGameStateChange(GameStateChange stateChange) { if (stateChange.getStatusChange() == EGameStatusChange.GAME_INITIALISATION_COMPLETE) { logger.info("Load and replace the game"); gameOptions.load(lodableGames.getSelectedValue()); } if (stateChange.getStatusChange() == EGameStatusChange.GAME_LOADED) { uiFactory.invalidate(); final MainGameScene mainGameScene1 = uiFactory.getMainGameScene(getRoot().getWidth(), getRoot().getHeight()); mainGameScene1.initializeGameView(null); Platform.runLater(() -> changeScene(mainGameScene1) ); timerEventBus.post(new ResumeGame()); } }
public void load(String savegameName) { timerEventBus.post(new PauseGame()); Thread.yield(); String fileName = savegameDir + File.separator + savegameName + SAVEGAME_FILE_EXTENSTION; loadAndSave.restore(fileName); clientServerEventBus.post(new GameStateChange(EGameStatusChange.GAME_LOADED)); PlayerList players = context.getBean(PlayerList.class); for (IPlayer player : players) { if (player instanceof IHumanPlayer) { clientServerEventBus.post(new TargetedEvent((IHumanPlayer) player, new MapUpdateCityAdd(null, player))); } } }
private EventHandler<MouseEvent> getBackEvent() { return event -> { try { EGameSpeed gameSpeed = EGameSpeed.values()[speed.getSelectedIndex()]; EGameSpeed currentSpeed = game.getGameSpeed(); if (gameSpeed != currentSpeed) { game.setGameSpeed(gameSpeed); } MainGameScene mainGame = uiFactory.getMainGameScene(getRoot().getWidth(), getRoot().getHeight()); getSceneChangeable().changeScene(mainGame); soundPlayer.play(); newSaveGame.setText(""); timerEventBus.post(new ResumeGame()); } catch (RuntimeException e) { logger.error("Failed to go back to game", e); } }; }
if (!navigationDisabled) { soundPlayer.stop(); timerEventBus.post(new PauseGame()); InGameOptionsScene options1 = uiFactory.getInGameOptionsScene(); options1.initializeState();