Android Libgdx LiveWallpaper does not stop - android

I am creating an Android Live Wallpaper with Libgdx , It is just a circle on the screen which gets a random color and position and it slowly moves up .
The issue is after setting the live wallpaper , when I again click on the app icon , instead of a new circle with new color and position , the one that is already running is displayed .
The only way to have a new circle is to stop the live wallpaper by having a different one and then again starting the app.
what I am trying to have is to , each time I click on the icon a new live wallpaper is loaded without affecting the one already running and if i click the "set as live wallpaper" button the old one is replaced with the new one.
Android Launcher Class
public class AndroidLauncher extends AndroidApplication {
#Override
protected void onCreate (Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
initialize(new CoreLWP(), config);
}
}
Live Wallpaper class
public class LiveWallpaper extends AndroidLiveWallpaperService {
public CoreLWP wallpaper;
#Override
public void onCreateApplication () {
super.onCreateApplication();
final AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
this.wallpaper = new CoreLWP();
initialize(this.wallpaper, config);
}
}
Core Live Wallpaper class
public class CoreLWP extends ApplicationAdapter implements ApplicationListener, AndroidWallpaperListener {
private ShapeRenderer ball;
private float x,y;
private Random random;
private float r,g,b;
#Override
public void create () {
ball = new ShapeRenderer();
random = new Random();
//generating random position
x = random.nextInt(Gdx.graphics.getWidth());
y = random.nextInt(Gdx.graphics.getHeight());
//generating random rgb values
r = getFloatRandomNum(0, 1) ;
g = getFloatRandomNum(0, 1) ;
b = getFloatRandomNum(0, 1) ;
}
#Override
public void render () {
//setting the background
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//updating x and y position
x = x + 0.5f;
y = y + 0.6f;
ball.begin(ShapeRenderer.ShapeType.Filled);
ball.setColor(r,g,b,1);
ball.circle(x,y,100);
ball.end();
}
//returns a random float number between a range
private float getFloatRandomNum(float min, float max) {
float random = min + new Random().nextFloat() * (max - min);
return random;
}
#Override
public void dispose () {
ball.dispose();
}
#Override
public void offsetChange(float xOffset, float yOffset, float xOffsetStep, float yOffsetStep, int xPixelOffset, int yPixelOffset) {}
#Override
public void previewStateChange(boolean isPreview) {}
#Override
public void iconDropped(int x, int y) {}
}

Related

How could I make image button and switch to another screen if the image is touch in LibGdx?

This is my second game application using LibGdx framework and this is my first time to use a framework in android. I'm trying to understand how to use it.I have already done with the design in the main menu and my problem is the functionality of each button to switch screen. Any link tutorial or sample codes are much appreciated thank you and advance
Here is my code
MainScreen.java
public class MainScreen extends ApplicationAdapter implements Screen {
//Screen Size
private static final int WIDTH= 720;
private static final int HEIGHT= 1280;
Viewport viewport;
private Camera camera;
private Stage stage;
private TextureRegion myTextureRegion;
private TextureRegionDrawable myTexRegionDrawable;
private ImageButton playBtn;
private Texture Background,logo,exit,credits,help,option,play;
SpriteBatch spriteBatch;
Sprite sprite;
MyGdxGame game;
public MainScreen(final MyGdxGame game) {
this.game = game;
stage = new Stage(new ScreenViewport());
Gdx.input.setInputProcessor(stage);
spriteBatch = new SpriteBatch();
camera = new PerspectiveCamera();
viewport = new ScreenViewport(camera);
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Background = new Texture(Gdx.files.internal("backgroundimage.png")); //background image
//Menu Buttons
exit = new Texture(Gdx.files.internal("menu/exit.png"));
logo = new Texture(Gdx.files.internal("menu/logo.png"));
option = new Texture(Gdx.files.internal("menu/options.png"));
help = new Texture(Gdx.files.internal("menu/help.png"));
credits = new Texture(Gdx.files.internal("menu/credits.png"));
play = new Texture(Gdx.files.internal("menu/play.png"));
sprite = new Sprite(play);
sprite.setPosition(130,360);
sprite.setSize(0,0);
myTextureRegion = new TextureRegion(play);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
playBtn = new ImageButton(myTexRegionDrawable); //Set the button up
stage.addActor(playBtn); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
playBtn.addListener(new InputListener(){
#Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Button Pressed");
game.setScreen(new IngamedayOne());
}
#Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
return true;
}
});
stage.addActor(playBtn);
}
#Override
public void create(){
}
#Override
public void show() {
Gdx.input.setInputProcessor(stage); //Start taking input from the ui
}
#Override
public void render(float delta) {
}
#Override
public void resize(int width, int height) {
// viewport.update(width, height);
}
#Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
spriteBatch.begin();
spriteBatch.getProjectionMatrix().setToOrtho2D(0, 0, WIDTH, HEIGHT);
spriteBatch.draw(Background,0,0);
spriteBatch.draw(exit,590,1140);
spriteBatch.draw(logo,125,600);
spriteBatch.draw(play,130,360);
spriteBatch.draw(option,170,100);
spriteBatch.draw(help,350,100);
spriteBatch.draw(credits,470,100);
stage.act(Gdx.graphics.getDeltaTime()); //Perform ui logic
spriteBatch.end();
//stage.draw(); //Draw the ui
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
Background.dispose();
logo.dispose();
exit.dispose();
}
}
My Second Screen
public class IngamedayOne extends ApplicationAdapter implements Screen {
// Constant rows and columns of the sprite sheet
private static final int FRAME_COLS = 5, FRAME_ROWS = 1;
private boolean peripheralAvailable;
// Objects used
Animation<TextureRegion> walkAnimation; // Must declare frame type (TextureRegion)
private Texture cat ,left_paw,right_paw,progressbar_background,progressbar_knob,pause,meter;
Texture carpet,desk,plants,square_carpet,shoes;
SpriteBatch spriteBatch;
Sprite sprite;
private Texture Background;
Viewport viewport;
private Camera camera;
private Stage stage;
// A variable for tracking elapsed time for the animation
float stateTime;
//Screen Size
private static final int WIDTH= 720;
private static final int HEIGHT= 1280;
public IngamedayOne() {
}
public IngamedayOne(MyGdxGame game) {
}
#Override
public void create() {
stage = new Stage();
spriteBatch = new SpriteBatch();
// Load the sprite sheet as a texture
cat = new Texture(Gdx.files.internal("cat.png"));
sprite = new Sprite(cat);
sprite.setPosition(0,0);
sprite.setSize(0,0);
peripheralAvailable = Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer);
camera = new PerspectiveCamera();
viewport = new ScreenViewport(camera);
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
//Display Items
carpet = new Texture("equip/carpet2.png");
desk = new Texture("equip/Desk.png");
square_carpet = new Texture("equip/Carpet.png");
plants = new Texture("equip/Plants.png");
shoes = new Texture("equip/Shoes.png");
// Progressbar
progressbar_background = new Texture("progression_map.png");
progressbar_knob = new Texture("cat_head.png");
//pause
pause = new Texture("pause.png");
meter = new Texture("meter.png");
//background
Background = new Texture(Gdx.files.internal("floor.png")); //File from assets folder
//button controller
left_paw = new Texture(Gdx.files.internal("left_paw.png"));
sprite = new Sprite(left_paw);
right_paw = new Texture(Gdx.files.internal("right_paw.png"));
sprite = new Sprite(right_paw);
// Use the split utility method to create a 2D array of TextureRegions. This is
// possible because this sprite sheet contains frames of equal size and they are
// all aligned.
TextureRegion[][] tmp = TextureRegion.split(cat, cat.getWidth() / FRAME_COLS, cat.getHeight()/ FRAME_ROWS);
// Place the regions into a 1D array in the correct order, starting from the top
// left, going across first. The Animation constructor requires a 1D array.
TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
// Initialize the Animation with the frame interval and array of frames
walkAnimation = new Animation<TextureRegion>(0.200f, walkFrames);
// Instantiate a SpriteBatch for drawing and reset the elapsed animation
// time to 0
spriteBatch = new SpriteBatch();
stateTime = 0f;
}
#Override
public void show() {
}
#Override
public void render(float delta) {
}
#Override
public void resize(int width, int height) {
viewport.update(width, height);
}
#Override
public void render() {
// clear previous frame
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
// Get current frame of animation for the current stateTime
TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
spriteBatch.begin();
spriteBatch.getProjectionMatrix().setToOrtho2D(0, 0, WIDTH, HEIGHT);
spriteBatch.draw(Background,0,0);
spriteBatch.draw(square_carpet,150,2,408,800);
spriteBatch.draw(carpet,230,980,250,260);
spriteBatch.draw(desk,10,1150,160,260);
spriteBatch.draw(plants,500,700,200,260);
spriteBatch.draw(shoes,300,500,110,110);
spriteBatch.draw(meter,190,990);
spriteBatch.draw(progressbar_background,20,1170);
spriteBatch.draw(progressbar_knob,18,1170);
spriteBatch.draw(pause,580,1150);
spriteBatch.draw(left_paw,10,25);
spriteBatch.draw(right_paw,517,25);
spriteBatch.draw(currentFrame, 260, 120 ); // Draw current frame at (50, 50)
spriteBatch.end();
stage.act(); //acting a stage to calculate positions of actors etc
stage.draw(); //drawing it to render all
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() { // SpriteBatches and Textures must always be disposed
spriteBatch.dispose();
cat.dispose();
left_paw.dispose();
right_paw.dispose();
stage.dispose();
Background.dispose();
progressbar_background.dispose();
progressbar_knob.dispose();
}
}
Your game should possess only one ApplicationListener(called when your application created).
Let's suppose that is your MainScreen which extends ApplicationAdapter(Adapter class of ApplicationListener interface), then not extend your IngamedayOne class again by ApplicationAdapter. You only need to implement with Screen interface.
public class IngamedayOne implements Screen {
}
create() method comes from ApplicationListener interface so migrate your code that in inside create() method to show().
Take a look of this wiki for more clearance.
https://github.com/libgdx/libgdx/wiki/Extending-the-simple-game
You should create actors to add to your stage (in this case buttons, like an ImageButton)
and then use the setScreen() function to change screens on button presses addClickListener()
You can read more about it here:
https://github.com/libgdx/libgdx/wiki/Scene2d

Libgdx Scene2dUi and Viewport

I have made my layout in scene 2d and implemented it. But the sizing is the issue. It comes in different alignment for my android phone and on desktop.
Although I think that the solution is to use viewport but I don't know how to correctly implement it.
The way I am implementing it gives me a white screen
#Override
public void show() {
width=GameScreen.getGameWidth();
height=GameScreen.getGameHeight();
camera = new OrthographicCamera();
camera.setToOrtho(true,width ,height);
stage = new Stage(new FillViewport(width, height,camera));
parameter.size = 40;
parameter.color=Color.WHITE;
parameter.flip=false;
font12 = generator.generateFont(parameter); // font size 12 pixels
generator.dispose();
TextureAtlas atlas= new TextureAtlas(Gdx.files.internal("data/uiAtlas.atlas"));
skin = new Skin(Gdx.files.internal("data/uiskin.json"));
skin2= new Skin(Gdx.files.internal("data/achievementSkin.json"),atlas);
Gdx.input.setInputProcessor(stage);
mainTable = new Table();
levelTable = new Table();
stage.addActor(mainTable);
mainTable.setFillParent(true);
scrollPane = new ScrollPane(levelTable, skin);
scrollPane.setFlickScroll(true);
scrollPane.setFadeScrollBars(true);
labelStyle=new LabelStyle();
labelStyle.font=font12;
makeLevelMenu();
}
public void makeLevelMenu() {
for (int i = 0; i < 10; i++) {
columnTable.add(new Table());
// Image
button.add(new ImageButton(skin2, "playButton"));
columnTable.get(i).add(button.get(i)).colspan(2).padBottom(100)
.padLeft(100).padRight(100).padTop(100);
columnTable.get(i).row();
// Enemy Label
enemyLabel.add(new Label("Enemy " + (i + 1), labelStyle));
columnTable.get(i).add(enemyLabel.get(i)).left().padBottom(300)
.padTop(100);
columnTable.get(i).row();
// Battle Style
battleStyle.add(new Label("Battle Style " + (i + 1), labelStyle));
columnTable.get(i).add(battleStyle.get(i)).left().padBottom(100);
levelTable.add(columnTable.get(i)).expand();
}
levelTable.debug();
// achievementsTable.setFillParent(true);
for (int i = 0; i < button.size(); i++) {
final int k = i;
button.get(k).addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
System.out.println("Level " + (k + 1) + "touchDown");
return true;
}
public void touchUp(InputEvent event, float x, float y,
int pointer, int button) {
}
});
}
scrollPane.setScrollingDisabled(false, false);
mainTable.add(scrollPane).expand().fill();
}
#Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Gdx.gl20.glClearColor(1, 1, 1, 1);
stage.act(delta);
stage.draw();
}
#Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
LibGDX indeed offers Vieworts to help you with different resolutions. Personally I mostly use FitViewport, it keep the aspect ratio and "black" boxes the rest. There are a number of other viewports such as StretchViewport which does exactly what you expect.
You can easily test what fits your game if you setup everything correctly. The following code is straight from www.gamesfromscratch.com. And they describe the behavior of the less obvious viewports.
public class ViewportDemo extends ApplicationAdapter {
SpriteBatch batch;
Sprite aspectRatios;
OrthographicCamera camera;
Viewport viewport;
#Override
public void create () {
batch = new SpriteBatch();
aspectRatios = new Sprite(new Texture(Gdx.files.internal("Aspect.jpg")));
aspectRatios.setPosition(0,0);
aspectRatios.setSize(100,100);
camera = new OrthographicCamera();
viewport = new FillViewport(100,100,camera);
viewport.apply();
camera.position.set(camera.viewportWidth/2,camera.viewportHeight/2,0);
}
#Override
public void render () {
camera.update();
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
aspectRatios.draw(batch);
batch.end();
}
#Override
public void dispose(){
aspectRatios.getTexture().dispose();
}
#Override
public void resize(int width, int height){
viewport.update(width,height);
camera.position.set(camera.viewportWidth/2,camera.viewportHeight/2,0);
}
You could do this yourself. Create any image, stick it to the stage and play with the different viewports and screen size. Also forget working with pixels since a pixel is a hardware thing.
Edit
The above implementation from www.gamesfromscratch.com does not show how to use the implementation in a stage. However this is as simple as it gets.
stage = new Stage(viewport, batch);
Now the stage will use the viewport and batch you provided. Now simply add stuff to the stage and draw it like you would do normally.
The following is my code that creates a very basic menu screen using a stage and a fitviewport. You do need your own atlas and skin to make this work, check my answer here on SO to learn more about that.
public class MenuScreen implements Screen{
private SpriteBatch batch;
protected Stage stage;
private Viewport viewport;
private OrthographicCamera camera;
private TextureAtlas atlas;
protected Skin skin;
public MenuScreen()
{
atlas = new TextureAtlas("atlas.txt");
skin = new Skin(Gdx.files.internal("skin.json"), atlas);
batch = new SpriteBatch();
camera = new OrthographicCamera();
viewport = new FitViewport(RealmOfConflict.WorldWidth, RealmOfConflict.WorldHeight, camera);
viewport.apply();
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
camera.update();
stage = new Stage(viewport, batch);
//Stage should controll input:
Gdx.input.setInputProcessor(stage);
}
#Override
public void show() {
//Create Table
Table mainTable = new Table();
//Set table to fill stage
mainTable.setFillParent(true);
//Set alignment of contents in the table.
mainTable.top();
//Create buttons
TextButton playButton = new TextButton("Play", skin);
TextButton optionsButton = new TextButton("Options", skin);
TextButton exitButton = new TextButton("Exit", skin);
//Add listeners to buttons
playButton.addListener(new ClickListener(){
#Override
public void clicked(InputEvent event, float x, float y) {
((Game)Gdx.app.getApplicationListener()).setScreen(new PlayScreen());
}
});
exitButton.addListener(new ClickListener(){
#Override
public void clicked(InputEvent event, float x, float y) {
Gdx.app.exit();
}
});
//Add buttons to table
mainTable.add(playButton);
mainTable.row();
mainTable.add(optionsButton);
mainTable.row();
mainTable.add(exitButton);
//Add table to stage
stage.addActor(mainTable);
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(.1f, .12f, .16f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
#Override
public void resize(int width, int height) {
viewport.update(width, height);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
camera.update();
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
skin.dispose();
atlas.dispose();
}
}
The problem is in the viewport's camera. You are creating your own camera and don't setting its position and not updateing it.
If there is no reason to create your own camera just lean on default stage camera. Instead of:
camera = new OrthographicCamera();
camera.setToOrtho(true,width ,height);
stage = new Stage(new FillViewport(width, height,camera));
use
//no camera defining
stage = new Stage(new FillViewport(width, height));
and then normal flow of your app

LibGDX: A screen with 20 Rectangles that can be scrolled

I need to create a menu with 20 vertical Rectangles in LibGdx.
The height of the rectangles is the entire height of the device.
The width of the rectangles is a set 20.0f
I have: private Stage stage; to which I intend to add on to my Rectangles.
The class is called LevelSelectScreen and implements Screen.
This is what I have so far:
public class LevelSelectScreen implements Screen {
private Stage stage;
private int stageNumber = 20;
Array<Rectangle> stageRectangles;
ShapeRenderer shapeRenderer;
public LevelSelectScreen(){
stage = new Stage();
stageRectangles = new Array<Rectangle>(stageNumber);
for(int i = 0;i<stageNumber;i++){
stageRectangles.get(i).setWidth(20f);
stageRectangles.get(i).setHeight(Gdx.graphics.getHeight());
stageRectangles.get(i).setPosition(new Vector2(20*i,0));
}
Gdx.graphics.getWidth();
shapeRenderer = new ShapeRenderer();
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
//shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(0, 1, 0, 1);
for(int i = 0;i<stageNumber;i++){
Rectangle r = stageRectangles.get(i);
shapeRenderer.rect(r.x, r.y, r.getWidth(), r.getHeight());
}
shapeRenderer.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void show() {
}
#Override
public void hide() {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void dispose() {
}
}
Nothing appears and I don't think I'm using the Shape Renderer correctly.
How do I properly set up my scrollable rectangles?
Edit
Also, found this helpful link.
Varible class:
private Stage stage;
private int stageNumber = 20;
Array<Rectangle> stageRectangles;
ShapeRenderer shapeRenderer;
//new, for no magic number, but not required
private float w = 20f;
private float h = Gdx.graphics.getHeight();
private float space = 5;
private float xPos = w + space;
private float yPos = 0;
In your code:
public LevelSelectScreen(){
stage = new Stage();
stageRectangles = new Array<Rectangle>(stageNumber);
for(int i = 0; i<stageNumber; i++){
stageRectangles.add(new Rectangle(xPos * i,
yPos,
w,
h));
Gdx.app.log("Rectangle add", ""+i);
}
shapeRenderer = new ShapeRenderer();
}
you say that does not work or that I understand, but you're not having a Nullpointer or BoundsException ? anyway grabbing a few adjustments to your code this is what I have, it's what you wanted.
PS: do not would be more comfortable using a scroll and a table for when you have to use the listener, pictures ect, but it's just an idea, I hope you have understood what you were saying
in your code:
for(int i = 0; i<stageNumber; i++){
stageRectangles.get(i).setWidth(20f);
stageRectangles.get(i).setHeight(Gdx.graphics.getHeight());
stageRectangles.get(i).setPosition(new Vector2(25*i,0));
}
.
in this point stageRectangles.get(i).setWidth(20f);
the size is 0, then the array has an initial capacity
of 20 but is empty.
not getting something like this?
IndexOutOfBoundsException: index can't be >= size 0 >= 0

ScaleTo not working in Libgdx

I'm trying to scale my Actor using actions.
But it does not work. I just want my actor to increase/decrease its size over a given time.
The Actor will just wait for the 2 seconds duration I have given the ScaleTo. It correctly moves based on the MoveTo action I gave it.
public class SpriteTest extends Actor {
private Sprite sprite;
private TextureAtlas atlas;
Rectangle boundsd = new Rectangle();
public SpriteTest(FirstGame game) {
//super(game);
Gdx.app.log( FirstGame.LOG, "spritetest's costructor" );
atlas = new TextureAtlas(Gdx.files.internal("pages-info.atlas"));
sprite = atlas.createSprite("Plus");
}
public void draw(SpriteBatch batch,float parentAlpha) {
batch.draw(sprite, x, y);
}
// We are adding the actor to the stage in another class
public class LevelScreen extends AbstractScreen {
private Jumper2D jumper2d;
SpriteTest obstacled = new SpriteTest(game);
public LevelScreen(FirstGame game) {
super(game);
}
#Override
protected boolean isGameScreen() {
return true;
}
#Override
public void show() {
super.show();
stage.addActor(obstacled);
obstacled.action
(Forever.$
(Sequence.$
(ScaleTo.$(1.4f, 1.4f, 2),(MoveTo.$(100,120, 3f) ))
));
jumper2d = Jumper2D.create(getAtlas());
stage.addActor(jumper2d);
stage.draw();
}
public void render () {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));
stage.draw();
}
}
Any help is appreciated
Your draw() method for SpriteTest is ignoring any scale or rotation settings on the Actor. You need to draw the sprite scaled/rotated/sized appropriately. (You may also need to set the Actor's x, y, width, and height --- see
setBounds)
public void draw(SpriteBatch batch, float parentAlpha)
{
final Color c = getColor();
batch.setColor(c.r, c.g, c.b, c.a * parentAlpha);
batch.draw(sprite, getX(), getY(), getOriginX(), getOriginY(), getWidth(), getHeight(), getScaleX(), getScaleY(), getRotation());
}

Problem with View Invalidate() and Handler

i'm trying to fix this problem for more than 2 days now and have become quite desperate.
I want to write a 'Checkers-like' board game for android. The game engine itself is kinda complete but i have problems with updating the views.
I wrote a little example class to demonstrate my problem:
public class GameEngineView extends View {
private static final String TAG = GameEngineView.class.getSimpleName();
private int px;
private int py;
private int cx;
private int cy;
private boolean players_move;
private int clickx;
private int clicky;
Random rgen;
private RefreshHandler mRedrawHandler = new RefreshHandler();
class RefreshHandler extends Handler {
#Override
public void handleMessage(Message msg) {
GameEngineView.this.update();
GameEngineView.this.invalidate();
Log.d(TAG, "invalidate()");
}
public void sleep(long delayMillis) {
this.removeMessages(0);
sendMessageDelayed(obtainMessage(0), delayMillis);
}
};
public GameEngineView(Context context) {
super(context);
setFocusable(true);
players_move = true;
rgen = new Random();
}
public void update() {
updateGame();
Log.d(TAG, "update -> sleep handler");
mRedrawHandler.sleep(100);
}
public void updateGame() {
if(players_move) {
px = clickx;
py = clicky;
} else {
calcAIMove();
switchMove();
}
}
public void switchMove() {
players_move = !players_move;
}
public void calcAIMove() {
for(int i = 0; i < 20000; i++) {
cx = rgen.nextInt(getWidth());
cy = rgen.nextInt(getHeight());
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
Log.d(TAG, "event");
int eventaction = event.getAction();
if(eventaction == MotionEvent.ACTION_DOWN) {
Log.d(TAG, "action_down");
clickx = (int) event.getX();
clicky = (int) event.getY();
switchMove();
update();
}
return super.onTouchEvent(event);
}
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
Paint green = new Paint();
green.setColor(Color.GREEN);
Paint red = new Paint();
red.setColor(Color.RED);
canvas.drawColor(Color.BLACK);
canvas.drawCircle(px, py, 25, green);
canvas.drawCircle(cx, cy, 25, red);
}
}
The function calcAIMove() just burns time to simulate a real evaluation of the position in a board game.
Now my Problem is: If the player clicks(makes a move) the green ball is first drawn when the ai move calculation has been complete. So both moves are drawn at the same time.
I wonder HOW to accomplish this:
-Player clicks
-green Ball is drawn
-AI calculates
-red ball is drawn
-and so on..
When searching the web i found a lot of game loop examples but they all need a Thread with constant polling.. it should be possible without this since the whole program runs sequentially .. right?
Hoping for advice.
thanks,
Dave
Here is how your game could work:
user makes a move
game view is updated
game switches to CPU's turn
sleep to simulate CPU player thinking (if move computation is trivial)
compute CPU's move
game view is updated
game switches to player's turn
There is no need for constant polling in a turn-based game like this. The only place you should have sleep is in step 4, so you can remove it from the other areas (no need for the old update() method which is just a delayed call to updateGame()).
One way to implement this is to simply delay the call to calcAIMove() and switchMove() by putting it into a Runnable and using Handler.postDelayed() or similar.
I don't see how you are disabling touch events when it is the CPU's turn, which can lead to a host of other problems if switchMove() and update() are still being called...
In your game loop you can use a instance of TimerTask to ensure certain delay between greenBall and some other drawing task. Game tutorials like Snake and LunarLander are great references on when and if you need to invalidate your View. Hope this helps a little!
ok so the answer provided by antonyt helped me solve this.. I provide the corrected code for other interested ones.
public class GameEngineView extends View {
private static final String TAG = GameEngineView.class.getSimpleName();
private int px;
private int py;
private int cx;
private int cy;
private boolean players_move;
private int clickx;
private int clicky;
Random rgen;
/**
* Create a simple handler that we can use to cause animation to happen. We
* set ourselves as a target and we can use the sleep()
* function to cause an update/invalidate to occur at a later date.
*/
private RefreshHandler mRedrawHandler = new RefreshHandler();
class RefreshHandler extends Handler {
#Override
public void handleMessage(Message msg) {
GameEngineView.this.update();
}
public void sleep(long delayMillis) {
this.removeMessages(0);
sendMessageDelayed(obtainMessage(0), delayMillis);
}
};
public GameEngineView(Context context) {
super(context);
setFocusable(true);
players_move = true;
rgen = new Random();
}
public void update() {
if(players_move) {
Log.d(TAG, "new player x");
px = clickx;
py = clicky;
GameEngineView.this.invalidate();
switchMove();
mRedrawHandler.sleep(100);
} else {
Log.d(TAG, "new ai x");
calcAIMove();
GameEngineView.this.invalidate();
switchMove();
}
Log.d(TAG, "update -> sleep handler");
}
public void switchMove() {
players_move = !players_move;
}
public void calcAIMove() {
for(int i = 0; i < 100000; i++) {
cx = rgen.nextInt(getWidth());
cy = rgen.nextInt(getHeight());
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
Log.d(TAG, "event");
int eventaction = event.getAction();
if(players_move && eventaction == MotionEvent.ACTION_DOWN) {
Log.d(TAG, "action_down");
clickx = (int) event.getX();
clicky = (int) event.getY();
update();
}
return super.onTouchEvent(event);
}
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawColor(Color.BLACK);
Paint green = new Paint();
green.setColor(Color.GREEN);
Paint red = new Paint();
red.setColor(Color.RED);
canvas.drawCircle(px, py, 25, green);
canvas.drawCircle(cx, cy, 25, red);
}
}

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