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Greenfoot back
hertyje
hertyje wrote ...

2013/1/3

Timer

hertyje hertyje

2013/1/3

#
Hello , i'm working on a small game and i want to add a timer in the world class . Because i want after the time elapses my game to start, can anyone help me ? thanks
Gevater_Tod4711 Gevater_Tod4711

2013/1/3

#
Well I can give to you a clock class that I use in my game. This clock also shows the time as an image on the screen. If you don't need this you can just delete it from the world.
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import greenfoot.*;  // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
import java.awt.Color;
import java.awt.Font;
 
/**
 * Write a description of class Clock here.
 *
 * @author (your name)
 * @version (a version number or a date)
 */
public class Clock extends Actor
{
    private static final int STARTING_TIME = 180;
     
    private int seconds = STARTING_TIME;
     
    private long lastCurrentSecond;
    private long timeSaved = 0;
     
    private boolean count = false;
     
    public Clock() {
        getImage().clear();
        getImage().scale(130, 70);
    }
     
    public void act() {
        if (count) {
            if (System.currentTimeMillis() - lastCurrentSecond >= 1000) {
                lastCurrentSecond += 1000;
                seconds--;
                drawTime();
            }
            if (seconds == 0) {
                //time up;
            }
        }
    }
     
    private void drawTime() {
        int min = (int) (seconds / 60);
        int sec = seconds % 60;
        String remainingTime;
        if (sec < 10) {
            remainingTime = min+":0"+sec;
        }
        else {
            remainingTime = min+":"+sec;
        }
        getImage().setColor(Color.gray);
        getImage().fill();
        GreenfootImage text = new GreenfootImage("Time left:", 30, Color.black, new Color(0, 0, 0, 0));
        GreenfootImage time = new GreenfootImage(remainingTime, 40, Color.black, new Color(0, 0, 0, 0));
        getImage().drawImage(text, (getImage().getWidth()/2)-(text.getWidth()/2), 5);
        getImage().drawImage(time, (getImage().getWidth()/2)-(time.getWidth()/2), 30);
    }
     
    public void startClock() {
        lastCurrentSecond = System.currentTimeMillis() - timeSaved;
        count = true;
    }
    public void stopClock() {
        timeSaved = System.currentTimeMillis() - lastCurrentSecond;
        count = false;
    }
    public void resetClock() {
        seconds = STARTING_TIME;
    }
}
You can change the time which is counted down by changing the value of STARTING_TIME. If you create the clock object it will not start counting. To make it start you have to call the method startClock().
1green2 1green2

2014/1/6

#
I think this works except the clock image is transparent for some reason?
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