Text Timer

I have a text that displays at the bottom of the screen when I click on an object. How would I go about making it disappear after a few seconds? This is what I have so far
[java]package mygame;

import com.jme3.app.SimpleApplication;
import com.jme3.collision.CollisionResult;
import com.jme3.collision.CollisionResults;
import com.jme3.font.BitmapText;
import com.jme3.input.KeyInput;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Ray;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;

/** Sample 8 - how to let the user pick (select) objects in the scene

  • using the mouse or key presses. Can be used for shooting, opening doors, etc. */
    public class Main extends SimpleApplication {

public static void main(String[] args) {
Main app = new Main();
app.start();
}
private Node shootables;
private Geometry mark;

@Override
public void simpleInitApp() {
initCrossHairs(); // a “+” in the middle of the screen to help aiming
initKeys(); // load custom key mappings
initMark(); // a red sphere to mark the hit

/** create four colored boxes and a floor to shoot at: */
shootables = new Node("Shootables");
rootNode.attachChild(shootables);

/shootables.attachChild(makeCube(“a Dragon”, -2f, 0f, 1f));
shootables.attachChild(makeCube(“a tin can”, 1f, -2f, 0f));
shootables.attachChild(makeCube(“the Sheriff”, 0f, 1f, -2f));
shootables.attachChild(makeCube(“the Deputy”, 1f, 0f, -4f));
/
shootables.attachChild(makeFloor());
shootables.attachChild(makeCharacter());
}

/** Declaring the “Shoot” action and mapping to its triggers. /
private void initKeys() {
inputManager.addMapping(“Shoot”,
new KeyTrigger(KeyInput.KEY_SPACE), // trigger 1: spacebar
new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); // trigger 2: left-button click
inputManager.addListener(actionListener, “Shoot”);
}
/
* Defining the “Shoot” action: Determine what was hit and how to respond. */
private ActionListener actionListener = new ActionListener() {

public void onAction(String name, boolean keyPressed, float tpf) {
  if (name.equals("Shoot") && !keyPressed) {
    // 1. Reset results list.
    CollisionResults results = new CollisionResults();
    // 2. Aim the ray from cam loc to cam direction.
    Ray ray = new Ray(cam.getLocation(), cam.getDirection());
    // 3. Collect intersections between Ray and Shootables in results list.

// shootables.collideWith(ray, results);

    rootNode.collideWith(ray,results);
    
    // 4. Print the results
    System.out.println("----- Collisions? " + results.size() + "-----");
    for (int i = 0; i < results.size(); i++) {
      // For each hit, we know distance, impact point, name of geometry.
      float dist = results.getCollision(i).getDistance();
      Vector3f pt = results.getCollision(i).getContactPoint();
      String hit = results.getCollision(i).getGeometry().getName();
      System.out.println("* Collision #" + i);
      System.out.println("  You shot " + hit + " at " + pt + ", " + dist + " wu away.");
    }
    // 5. Use the results (we mark the hit object)
    if (results.size() > 0) {
      // The closest collision point is what was truly hit:

// CollisionResult closest = results.getClosestCollision();

        Geometry target = results.getClosestCollision().getGeometry();
      
 //     rootNode.detachChild(closest.getGeometry().getParent());
     
      rootNode.detachChild(target);
      
guiNode.detachAllChildren();
    guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
    BitmapText helloText = new BitmapText(guiFont, false);
    helloText.setSize(100);
    helloText.setText("''Hello World''");
    helloText.setLocalTranslation(1000, helloText.getLineHeight(), 1000);
    guiNode.attachChild(helloText);
      

    
     // target.rotate(0,- 5, 0);
    
    // target.removeFromParent();
        
      // Let's interact - we mark the hit with a red dot.

// mark.setLocalTranslation(closest.getContactPoint());
// rootNode.attachChild(mark);
} else {
// No hits? Then remove the red mark.
rootNode.detachChild(mark);
}
}
}
};

/* A cube object for target practice
protected Geometry makeCube(String name, float x, float y, float z) {
Box box = new Box(1, 1, 1);
Geometry cube = new Geometry(name, box);
cube.setLocalTranslation(x, y, z);
Material mat1 = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
mat1.setColor(“Color”, ColorRGBA.randomColor());
cube.setMaterial(mat1);
return cube;
}

/** A floor to show that the “shot” can go through several objects. */
protected Geometry makeFloor() {
Box box = new Box(15, .2f, 15);
Geometry floor = new Geometry(“the Floor”, box);
floor.setLocalTranslation(0, -4, -5);
Material mat1 = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
mat1.setColor(“Color”, ColorRGBA.Gray);
floor.setMaterial(mat1);
return floor;
}

/** A red ball that marks the last spot that was “hit” by the “shot”. */
protected void initMark() {
Sphere sphere = new Sphere(30, 30, 0.2f);
mark = new Geometry(“BOOM!”, sphere);
Material mark_mat = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
mark_mat.setColor(“Color”, ColorRGBA.Red);
mark.setMaterial(mark_mat);
}

/** A centred plus sign to help the player aim. */
protected void initCrossHairs() {
setDisplayStatView(false);
guiFont = assetManager.loadFont(“Interface/Fonts/Default.fnt”);
BitmapText ch = new BitmapText(guiFont, false);
ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
ch.setText("+"); // crosshairs
ch.setLocalTranslation( // center
settings.getWidth() / 2 - ch.getLineWidth()/2, settings.getHeight() / 2 + ch.getLineHeight()/2, 0);
guiNode.attachChild(ch);
}

protected Spatial makeCharacter() {
// load a character from jme3test-test-data
Spatial golem = assetManager.loadModel(“Models/Oto/Oto.mesh.xml”);
golem.scale(0.5f);
golem.setLocalTranslation(-1.0f, -1.5f, -0.6f);

// We must add a light to make the model visible
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f));
golem.addLight(sun);
return golem;

}
}[/java]

In simpleUpdate, accumulate the tpf each frame and then detach the Text when its above a certain value.