It may take a while to flesh out battle sequences. I feel that emphasis on the GUI, or “Graphical User Interface”, is more important at the moment. For that reason, I am delaying creation of art and story crucial to the “game”.
I had to revise the system of taking turns. This should also help me study with the Java OCP certificate. The new class I switched to goes by “ScheduledThreadPoolExecutor”. I apologize if the information seems difficult.
For about a year or two, the logic meshing together the battle and GUI stuff co-existed closely. I achieved great success with dividing the two, and fortunately, more needs dividing. At the moment though, the explosions still remain with “battle” code. At least, the pink explosion gets its own button!
I accidentally stumbled across an example for a “loading bar” concept. It basically shows the progress of how soon the demo will start. As of this post, it works, and I currently labor to add the notion to Saphirel’s buttons. They should present an idea of the remaining time left for a button to potentially re-activate.
Finally, Oracle freshly released another Java version. I wait patiently on Zulu’s next Java edition. It may take 2 weeks or so. I expect that my next rendition of the demo should prove available then, under the “Project Download” tab. The old December 2017 copy stays for now.
Thanks for reading!