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controller

BattleController

object BattleController extends Initializable with ViewController

Controller for the Battle GUI.

Linear Supertypes
ViewController, Initializable, AnyRef, Any
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  1. BattleController
  2. ViewController
  3. Initializable
  4. AnyRef
  5. Any
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Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##(): Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. var actButton: Button
  5. var activeCharacter: Character
  6. var activeImage: ImageView
  7. var activeLabel: Label
  8. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  9. def clone(): AnyRef
    Attributes
    protected[java.lang]
    Definition Classes
    AnyRef
    Annotations
    @native() @throws( ... )
  10. val controller: ViewController
  11. def displayMoveEffect(characterUser: Character, moveName: String, moveTargets: Set[Character], actSelector: ActSelector): Unit

    Displays the move effect showing the player, the move's name and its targets.

    Displays the move effect showing the player, the move's name and its targets.

    characterUser

    the character using the move

    moveName

    the move name

    moveTargets

    the targets

  12. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  13. def equals(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  14. def finalize(): Unit
    Attributes
    protected[java.lang]
    Definition Classes
    AnyRef
    Annotations
    @throws( classOf[java.lang.Throwable] )
  15. final def getClass(): Class[_]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  16. def handleActButtonPress(): Unit

    Handles the press of the Act button.

    Handles the press of the Act button.

    Annotations
    @FXML()
  17. def handleCharacterToTargetPressed(mouseEvent: MouseEvent): Unit

    Adds/Removes the pressed character to/from the target's list, and checks if the act button is to be activated.

    Adds/Removes the pressed character to/from the target's list, and checks if the act button is to be activated.

    mouseEvent

    the click of an character's image

    Annotations
    @FXML()
  18. def handleMoveSelection(): Unit

    Checks if the act button is to be activated after the selection of a different move.

    Checks if the act button is to be activated after the selection of a different move.

    Annotations
    @FXML()
  19. def handlePassButtonPress(): Unit

    Handles the press of the Pass button.

    Handles the press of the Pass button.

    Annotations
    @FXML()
  20. def handleToMenuButtonPressed(): Unit

    Handles the pression of the victory button, returning the player to the TeamSelection menu.

    Handles the pression of the victory button, returning the player to the TeamSelection menu.

    Annotations
    @FXML()
  21. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  22. def initialize(location: URL, resources: ResourceBundle): Unit
    Definition Classes
    BattleController → Initializable
  23. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  24. var moveList: ObservableList[String]
  25. var moveListView: ListView[String]
  26. var moveReportListView: ListView[String]
  27. def movesManualPressed(): Unit

    Handles the press of the Moves manual button, showing the moves manual GUI.

    Handles the press of the Moves manual button, showing the moves manual GUI.

    Annotations
    @FXML()
  28. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  29. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  30. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  31. var opponentAlterations: VBox
  32. var opponentChar1Image: ImageView
  33. var opponentChar2Image: ImageView
  34. var opponentChar3Image: ImageView
  35. var opponentChar4Image: ImageView
  36. var opponentCharNames: VBox
  37. var opponentCharacterImages: Map[ImageView, Character]
  38. var opponentHps: VBox
  39. var opponentIdLabel: Label
  40. var opponentImages: List[ImageView]
  41. var opponentMps: VBox
  42. var passButton: Button
  43. var playerAlterations: VBox
  44. var playerChar1Image: ImageView
  45. var playerChar2Image: ImageView
  46. var playerChar3Image: ImageView
  47. var playerChar4Image: ImageView
  48. var playerCharNames: VBox
  49. var playerCharacterImages: Map[ImageView, Character]
  50. var playerHps: VBox
  51. var playerIdLabel: Label
  52. var playerImages: List[ImageView]
  53. var playerMps: VBox
  54. def resetTargets(): Unit

    Empties the target list.

  55. def resetTimer(): Unit

    Resets the turn timer.

  56. var roundCounter: Label
  57. def setActiveCharacter(character: Character): Unit

    Given the active character from the Battle changes the corresponding label.

    Given the active character from the Battle changes the corresponding label.

    The label is painted green to symbolize which character has now the turn, if the player owns the character, the GUI will show his move list.

  58. def setBattlefield(): Unit

    Setups the GUI for both teams

  59. def settingWinner(winner: String): Unit

    Shows the match winner and activates the button to return to the TeamSelection menu.

    Shows the match winner and activates the button to return to the TeamSelection menu.

    winner

    the winner's name of the match

  60. def setupTeams(team: Set[Character]): Unit

    Sets the player's team images and status description labels.

    Sets the player's team images and status description labels.

    team

    the team to setup

  61. final def synchronized[T0](arg0: ⇒ T0): T0
    Definition Classes
    AnyRef
  62. var targetImages: ListBuffer[ImageView]
  63. var targets: ListBuffer[Character]
  64. var timeSeconds: Int
  65. val timeline: Timeline
  66. var timerCounter: Label
  67. var toMenuButton: Button
  68. def toString(): String
    Definition Classes
    AnyRef → Any
  69. def updateStatus(): Unit

    Updates the status of each character in the battle, showing it's current health and mana values compared with it' maximum and by showing the various alterations that are active.

    Updates the status of each character in the battle, showing it's current health and mana values compared with it' maximum and by showing the various alterations that are active.

    After that changes the images and labels of dead characters.

  70. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  71. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  72. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @native() @throws( ... )
  73. var winnerLabel: Label

Inherited from ViewController

Inherited from Initializable

Inherited from AnyRef

Inherited from Any

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