I am programming a game in Java. It's kind of like a labyrinth. If a player clicks on a cell on a gridpane the player image moves there and I am struggling with removing the playerImage from the old position.
Here is how i am creating the imageViews:
private ImageView[][] initImages() {
int colcount = gridPane.getColumnConstraints().size();
int rowcount = gridPane.getRowConstraints().size();
imageViews = new ImageView[colcount][rowcount];
// bind each Imageview to a cell of the gridpane
int cellWidth = (int) gridPane.getWidth() / colcount;
int cellHeight = (int) gridPane.getHeight() / rowcount;
for (int x = 0; x < colcount; x++) {
for (int y = 0; y < rowcount; y++) {
//creates an empty imageview
imageViews[x][y] = new ImageView();
//image has to fit a cell and mustn't preserve ratio
imageViews[x][y].setFitWidth(cellWidth);
imageViews[x][y].setFitHeight(cellHeight);
imageViews[x][y].setPreserveRatio(false);
imageViews[x][y].setSmooth(true);
//add the imageview to the cell and
//assign the correct indicees for this imageview, so you later can use GridPane.getColumnIndex(Node)
gridPane.add(imageViews[x][y], x, y);
//the image shall resize when the cell resizes
imageViews[x][y].fitWidthProperty().bind(gridPane.widthProperty().divide(colcount));
imageViews[x][y].fitHeightProperty().bind(gridPane.heightProperty().divide(rowcount));
}
}
and here is how i draw a Player on a OnClickEvent
public RealGUI drawPlayer(int playerNumber, CellCoordinates coords) {
Image img = null;
switch (playerNumber) {
case 1:
img = new Image("/gui/img/Bob_trans.png");
break;
case 2:
// trans Bild Spieler 2
img = new Image("/gui/img/Bob_trans.png");
break;
default:
System.out.print("Problem mit Spielernummer");
}
ImageView newImgView = new ImageView();
newImgView.fitHeightProperty().bind(this.gridPane.heightProperty()
.divide(this.gridPane.getRowConstraints().size()));
newImgView.setImage(img);
this.gridPane.add(newImgView, coords.getX(), coords.getY());
return this;
}
My basic question is: How to I remove the Player Imageview on the GridPane?
Thank you very much, Daniel