I'm programming a pacman, the game is drawed in a SurfaceView, but I have problem to pause it and getting the atributes while it's running (no when I set them)
For example, I set a Semaphore that should be referenced in the Activity and in the Game view, and it is set it correct, but when the thread of the game view is running, and try to release the semaphore it indicates a NullPointerException.
On the other hand, when I try to pause the game, the game used to keep running in the background, and now when I resume it don't run
I'm sure the problem is with the references in memory, when I set and atribute as static i can access from both (view and surfaceview are the same object). I don't know why this happen.
Brief resume: An AppCompatActivity (which is PlayActivity) has a SurfaView (which is GameView), and this SurfaceView has the GameManager(which has all the things of the pacman in a moment). The references when the AppCompatActivity try to get something of the SurfaceView (for example the gameManager) are lost in execution.
Here the code
PlayActivity
public class PlayActivity extends AppCompatActivity {
private TextView playerNickname;
private TextView scoreTv;
private TextView maxScore;
private SurfaceView gameSurfaceView;
private GameView gameView;
private static Semaphore CHANGE_LIFES_MUTEX=new Semaphore(0,true);
private static Semaphore CHANGE_SCORE_MUTEX=new Semaphore(0,true);
private static Semaphore CHANGE_DIRECTION_MUTEX=new Semaphore(0,true);
private Thread changeScoreThread, changeDirectionThread;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//Modified code
setContentView(R.layout.activity_game);
//we get text view that we will use
playerNickname=(TextView) this.findViewById(R.id.tv_player);
scoreTv=(TextView) this.findViewById(R.id.tv_current_score);
maxScore=(TextView) this.findViewById(R.id.tv_current_max_score);
gameSurfaceView= (GameView) this.findViewById(R.id.game_view);
//set text view initial values
playerNickname.setText(getIntent().getExtras().getString("playerNickname"));
scoreTv.setText("0");
maxScore.setText("To modify");
this.gameView=new GameView(gameSurfaceView.getContext());
this.gameView.setSemaphores(CHANGE_SCORE_MUTEX,CHANGE_DIRECTION_MUTEX);
this.gameSurfaceView.getHolder().addCallback(this.gameView);
}
protected void onResume(){
super.onResume();
this.gameView.resume();
this.initChangerThreads();
}
public void updateScoreTv(int score){
this.scoreTv.setText(""+score);
}
protected void onPause(){
super.onPause();
this.gameView.pause();
//in order to stop the threads
CHANGE_SCORE_MUTEX.release();
CHANGE_DIRECTION_MUTEX.release();
}
public void onLose(int score){
//We try to save the score, if there is a previous register we write only if this score
//is better that the one before
DBManager manager;
long raw;
Score scoreToSave;
manager=new DBManager(this);
scoreToSave=new Score(this.playerNickname.toString(), score);
if(manager.saveScore(scoreToSave)==-1){
//if i couldn't save the score
if(manager.updateScore(scoreToSave)!=-1){
//if my new score is better than the one previous
}else{
//if my new score is worse or equal than the one previous
}
}
}
private void initChangerThreads() {
this.changeScoreThread = new Thread(new Runnable() {
public void run() {
while (gameView.isDrawing()) {
//Log.i("Score ",""+gameManager.getScore());
try {
CHANGE_SCORE_MUTEX.acquire();
runOnUiThread(new Runnable() {
#Override
public void run() {
updateScoreTv(gameView.getGameManager().getScore());
}
});
}catch (Exception e){}
}
Log.i("Score Thread","ended");
}
});
this.changeScoreThread.start();
}
}
GameView
public class GameView extends SurfaceView implements Runnable, SurfaceHolder.Callback, GestureDetector.OnGestureListener {
private static final float SWIPE_THRESHOLD = 2;
private static final float SWIPE_VELOCITY = 2;
private static boolean CAN_DRAW = false;
private boolean GHOST_INICIALIZED=false;
private GestureDetector gestureDetector;
private GameManager gameManager;
private Thread thread; //game thread
private SurfaceHolder holder;
private int blockSize; // Ancho de la pantalla, ancho del bloque
private static int movementFluencyLevel=8; //this movement should be a multiple of the blocksize and multiple of 4, if note the pacman will pass walls
private int totalFrame = 4; // Cantidad total de animation frames por direccion
private int currentArrowFrame = 0; // animation frame de arrow actual
private long frameTicker; // tiempo desde que el ultimo frame fue dibujado
//----------------------------------------------------------------------------------------------
//Constructors
public GameView(Context context) {
super(context);
this.constructorHelper(context);
}
public GameView(Context context, AttributeSet attrs) {
super(context, attrs);
this.constructorHelper(context);
}
public GameView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
this.constructorHelper(context);
}
private void constructorHelper(Context context) {
this.gestureDetector = new GestureDetector(this);
setFocusable(true);
this.holder = getHolder();
this.holder.addCallback(this);
this.frameTicker = (long) (1000.0f / totalFrame);
this.gameManager=new GameManager();
int screenWidth=getResources().getDisplayMetrics().widthPixels;
this.blockSize = ((((screenWidth/this.gameManager.getGameMap().getMapWidth())/movementFluencyLevel)*movementFluencyLevel)/4)*4;
this.holder.setFixedSize(blockSize*this.gameManager.getGameMap().getMapWidth(),blockSize*this.gameManager.getGameMap().getMapHeight());
this.gameManager.getGameMap().loadBonusBitmaps(this.getBlockSize(),this.getResources(),this.getContext().getPackageName());
this.gameManager.setPacman(new Pacman("pacman","",this.movementFluencyLevel,this.gameManager.getGameMap().getPacmanSpawnPosition(),this.blockSize,this.getResources(),this.getContext().getPackageName()));
Ghost.loadCommonBitmaps(this.blockSize,this.getResources(),this.getContext().getPackageName());
}
//----------------------------------------------------------------------------------------------
//Getters and setters
public int getBlockSize() {
return blockSize;
}
public GameManager getGameManager() {
return gameManager;
}
public boolean isDrawing(){
return CAN_DRAW;
}
//----------------------------------------------------------------------------------------------
private synchronized void initGhost(){
if(!GHOST_INICIALIZED){
GHOST_INICIALIZED=true;
this.gameManager.initGhosts(this.blockSize,this.getResources(),this.getContext().getPackageName(),movementFluencyLevel);
}
}
#RequiresApi(api = Build.VERSION_CODES.N)
#Override
public void run() {
long gameTime;
Canvas canvas;
while (!holder.getSurface().isValid()) {
}
this.initGhost();
this.setFocusable(true);
while (CAN_DRAW) {
gameTime=System.currentTimeMillis();
if(gameTime > frameTicker + (totalFrame * 15)){
canvas = holder.lockCanvas();
if(canvas!=null){
if(this.updateFrame(gameTime,canvas)){
try {
Thread.sleep(3000);
}catch (Exception e){}
}
holder.unlockCanvasAndPost(canvas);
if(this.gameManager.checkWinLevel()){
CAN_DRAW=false;
this.gameManager.cancelThreads();
try {
Thread.sleep(2000);
} catch (InterruptedException e) {}
//animation
Log.i("Game","You win");
}else if(!this.gameManager.getPacman().hasLifes()){
//we lost
CAN_DRAW=false;
this.gameManager.cancelThreads();
//animation
Log.i("Game","You lose");
}
}
}
}
}
// Method to capture touchEvents
#Override
public boolean onTouchEvent(MotionEvent event) {
//To swipe
//https://www.youtube.com/watch?v=32rSs4tE-mc
this.gestureDetector.onTouchEvent(event);
super.onTouchEvent(event);
return true;
}
//Chequea si se deberia actualizar el frame actual basado en el
// tiempo que a transcurrido asi la animacion
//no se ve muy rapida y mala
#RequiresApi(api = Build.VERSION_CODES.N)
private boolean updateFrame(long gameTime, Canvas canvas) {
Pacman pacman;
Ghost[] ghosts;
boolean pacmanIsDeath;
pacman=this.gameManager.getPacman();
ghosts=this.gameManager.getGhosts();
// Si el tiempo suficiente a transcurrido, pasar al siguiente frame
frameTicker = gameTime;
canvas.drawColor(Color.BLACK);
this.gameManager.getGameMap().draw(canvas, Color.BLUE,this.blockSize,this.gameManager.getLevel());
this.gameManager.moveGhosts(canvas,this.blockSize);
pacmanIsDeath=pacman.move(this.gameManager,canvas);
if(!pacmanIsDeath){
// incrementar el frame
pacman.changeFrame();
for(int i=0; i<ghosts.length;i++){
ghosts[i].changeFrame();
}
currentArrowFrame++;
currentArrowFrame%=7;
}else{
pacman.setNextDirection(' ');
for(int i=0; i<ghosts.length;i++){
ghosts[i].respawn();
}
}
return pacmanIsDeath;
}
public int getScore(){
return this.getGameManager().getScore();
}
public void setSemaphores(Semaphore changeScoreSemaphore, Semaphore changeDirectionSemaphore){
this.gameManager.setChangeScoreSemaphore(changeScoreSemaphore);
this.gameManager.getPacman().setChangeDirectionSemaphore(changeDirectionSemaphore);
Log.i("Semaphore", "setted");
}
//----------------------------------------------------------------------------------------------
//Callback methods
#RequiresApi(api = Build.VERSION_CODES.N)
#Override
public void surfaceCreated(SurfaceHolder holder) {
CAN_DRAW = true;
this.thread= new Thread(this);
this.thread.start();
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
Log.i("Surface","destroyed");
}
//----------------------------------------------------------------------------------------------
public void resume() {
CAN_DRAW = true;
thread = new Thread(this);
thread.start();
}
public void pause() {
CAN_DRAW = false;
while (true) {
try {
thread.join();
} catch (InterruptedException e) {
// retry
}
break;
}
this.thread=null;
}
#Override
public boolean onDown(MotionEvent e) {
return false;
}
#Override
public void onShowPress(MotionEvent e) {
}
#Override
public boolean onSingleTapUp(MotionEvent e) {
return false;
}
#Override
public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) {
return false;
}
#Override
public void onLongPress(MotionEvent e) {
}
#Override
public boolean onFling(MotionEvent downEvent, MotionEvent moveEvent, float velocityX, float velocityY) {
//To swipe
//https://www.youtube.com/watch?v=32rSs4tE-mc
boolean result;
float diffX, diffY;
Pacman pacman;
Log.i("Fling", "detected");
result=false;
diffX = moveEvent.getX() - downEvent.getX();
diffY = moveEvent.getY() - downEvent.getY();
pacman=this.gameManager.getPacman();
if (Math.abs(diffY) > SWIPE_THRESHOLD && Math.abs(velocityY) > SWIPE_VELOCITY){
if (Math.abs(diffX) > Math.abs(diffY)) {
if (diffX > 0) {
//right
pacman.setNextDirection('r');
} else {
//left
pacman.setNextDirection('l');
}
}else{
if (diffY > 0) {
//down
pacman.setNextDirection('d');
} else {
//up
pacman.setNextDirection('u');
}
}
result=true;
}
return result;
}
}
GameManager
public class GameManager {
private static final int TOTAL_LEVELS=256;
private static int SCORE=0;
private GameMap gameMap;
private int level,bonusResetTime;//,score;
private CountDownScareGhosts scareCountDown;
private Pacman pacman;
private Ghost[] ghosts;
private boolean fruitHasBeenInTheLevel;
private static Semaphore CHANGE_SCORE_MUTEX;
public GameManager(){
this.fruitHasBeenInTheLevel=false;
//this.score=0;
this.gameMap=new GameMap();
this.gameMap.loadMap1();
this.level=1;
this.ghosts=new Ghost[4];
this.bonusResetTime = 5000;
this.scareCountDown=null;
}
public void setChangeScoreSemaphore(Semaphore changeScoreSemaphore) {
CHANGE_SCORE_MUTEX = changeScoreSemaphore;
//if(this.changeScoreSemaphore==null){
// Log.i("Change Score Semaphore","I'm null");
//}else{
// Log.i("Change Score Semaphore","I'm not null");
//}
}
public void addScore(int s){
//this.score+=s;
SCORE+=s;
CHANGE_SCORE_MUTEX.release();
/*if(this.changeScoreSemaphore==null){
Log.i("Change Score Semaphore","I'm null");
}else{
Log.i("Change Score Semaphore","I'm not null");
}*/
//this.changeScoreSemaphore.release();
}
public int getScore() {
return SCORE;
//return this.score;
}
public int getLevel() {
return this.level;
}
public GameMap getGameMap() {
return this.gameMap;
}
public Ghost[] getGhosts(){
return this.ghosts;
}
public Pacman getPacman(){
return this.pacman;
}
public void setPacman(Pacman pacman){
this.pacman=pacman;
}
public void eatPallet(int posXMap, int posYMap){
SCORE+=10;
CHANGE_SCORE_MUTEX.release();
//this.score+=10;
Log.i("Score GM", ""+SCORE);
//Log.i("Score GM", ""+this.score);
this.gameMap.getMap()[posYMap][posXMap]=0;
//this.changeScoreSemaphore.release();
//if(this.changeScoreSemaphore==null){
// Log.i("Change Score Semaphore","I'm null");
//}else{
// Log.i("Change Score Semaphore","I'm not null");
//}
}
public void eatBonus(int posXMap,int posYMap){
SCORE+=500;
CHANGE_SCORE_MUTEX.release();
//this.score+=500;
//Log.i("Score", Double.toString(this.score).substring(0,Double.toString(this.score).indexOf('.')));
this.gameMap.getMap()[posYMap][posXMap]=0;
//this.changeScoreSemaphore.release();
}
public void eatSuperPallet(int posXMap,int posYMap){
SCORE+=50;
CHANGE_SCORE_MUTEX.release();
//this.score+=50;
this.gameMap.getMap()[posYMap][posXMap]=0;
//Si hay un timer andando lo cancelo y ejecuto otro
if (this.scareCountDown != null){
this.scareCountDown.cancel();
}
this.scareCountDown = new CountDownScareGhosts(this.ghosts,this.gameMap.getMap());
this.scareCountDown.start();
//this.changeScoreSemaphore.release();
}
public void tryCreateBonus(){
//only if pacman has eaten 20 pallets we should allow the fruit appear
if(!this.fruitHasBeenInTheLevel && this.gameMap.getEatenPallets()>=20){
//to not allow the fruit be again in the level
this.fruitHasBeenInTheLevel=true;
new CountdownBonusThread(this.gameMap,this.bonusResetTime).start();
}
}
#RequiresApi(api = Build.VERSION_CODES.N)
public void moveGhosts(Canvas canvas,int blocksize) {
for (int i = 0; i < ghosts.length; i++) {
ghosts[i].move(this.gameMap.getMap(),this.pacman);
ghosts[i].draw(canvas);
}
}
public synchronized void initGhosts(int blocksize, Resources res, String packageName,int movementFluency) {
int[][]spawnPositions,cornersPositions, notUpDownPositions,defaultTargets;
defaultTargets=this.gameMap.getDefaultGhostTarget();
notUpDownPositions=this.gameMap.getNotUpDownDecisionPositions();
spawnPositions=this.gameMap.getGhostsSpawnPositions();
cornersPositions=this.gameMap.getGhostsScatterTarget();
//start position
// 5 blinky spawn [13, 11]
// 6 pinky spawn [15,11]
// 7 inky spawn [13,16]
// 8 clyde spawn [15,16]
this.ghosts=new Ghost[4];
ghosts[0] = new Ghost("blinky",spawnPositions[0], cornersPositions[0] ,new BehaviorChaseAgressive(notUpDownPositions,movementFluency,defaultTargets[0]),movementFluency,notUpDownPositions,'l',defaultTargets[0],blocksize,res,packageName);
ghosts[1] = new Ghost("pinky",spawnPositions[1],cornersPositions[1],new BehaviorChaseAmbush(notUpDownPositions,movementFluency,defaultTargets[1]),movementFluency,notUpDownPositions,'r',defaultTargets[1],blocksize,res,packageName);
ghosts[2] = new Ghost("inky",spawnPositions[2],cornersPositions[2],new BehaviorChasePatrol(notUpDownPositions,this.ghosts[0],movementFluency,defaultTargets[0]),movementFluency,notUpDownPositions,'l',defaultTargets[0],blocksize,res,packageName);
ghosts[3] = new Ghost("clyde",spawnPositions[3],cornersPositions[3],new BehaviorChaseRandom(notUpDownPositions,cornersPositions[3],movementFluency,defaultTargets[1]),movementFluency,notUpDownPositions,'r',defaultTargets[1],blocksize,res,packageName);
try{
Thread.sleep(200);
}catch(Exception e){}
for (int i=0;i<ghosts.length;i++){
ghosts[i].onLevelStart(1);
}
}
public boolean checkWinLevel() {
//player win the level if he has eaten all the pallet
return this.gameMap.countPallets()==0;
}
public void onResume(){
for (int i=0 ; i<this.ghosts.length;i++){
this.ghosts[i].cancelBehavoirThread();
}
if(this.scareCountDown!=null && !this.scareCountDown.hasEnded()){
this.scareCountDown.start();
}
}
public void onPause(){
for (int i=0 ; i<this.ghosts.length;i++){
this.ghosts[i].cancelBehavoirThread();
}
if(this.scareCountDown!=null && !this.scareCountDown.hasEnded()){
this.scareCountDown=this.scareCountDown.onPause();
}
}
public void cancelThreads(){
for (int i=0 ; i<this.ghosts.length;i++){
this.ghosts[i].cancelBehavoirThread();
}
if(this.scareCountDown!=null){
this.scareCountDown.cancel();
}
}
}
I'm using Dave Morrissey's Subsampling Scale Image View. I'm using his Pinview example (as shown here: https://github.com/davemorrissey/subsampling-scale-image-view/blob/master/sample/src/com/davemorrissey/labs/subscaleview/sample/extension/views/PinView.java)
What I've done differently is that I've created an ArrayList of Bitmaps that are Pins. But I want to make each pin clickable to set off an on click function. I know Bitmaps can not be clicked on. I have multiple pins on a map image and would like for each pin to be associated with an object.
What would be the best approach to accomplish this?
Note: I did override the setOnClickListener method inside of the Pinview class, but what happens that all pins that were dropped become associated to the same object. And that clearing 1 pin would then clear all pins.
The model that stores the bitmap, pointF and point name:
public class CategoryPoint {
private String category;
private Bitmap image;
private PointF pointF;
public CategoryPoint(String category, Bitmap image, PointF pointF) {
this.category = category;
this.image = image;
this.pointF = pointF;
}
// getters/setters
}
View looks like this:
public class PinsView extends SubsamplingScaleImageView {
private OnPinClickListener onPinClickListener;
private final Paint paint = new Paint();
private List<CategoryPoint> categoryPoints;
public PinsView(Context context) {
this(context, null);
}
public PinsView(Context context, AttributeSet attr) {
super(context, attr);
categoryPoints = new ArrayList<>();
initTouchListener();
}
public void addCategories(List<CategoryPoint> categoryPoints) {
this.categoryPoints = categoryPoints;
invalidate();
}
public void removeCategories(List<CategoryPoint> categoryPoints) {
this.categoryPoints.removeAll(categoryPoints);
invalidate();
}
public void removeAllCategories() {
this.categoryPoints.clear();
invalidate();
}
public void setOnPinClickListener(OnPinClickListener listener) {
onPinClickListener = listener;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (!isReady()) {
return;
}
paint.setAntiAlias(true);
for (CategoryPoint categoryPoint: categoryPoints) {
Bitmap pinIcon = categoryPoint.getImage();
if (categoryPoint.getPointF() != null && categoryPoint.getImage() != null) {
PointF point = sourceToViewCoord(categoryPoint.getPointF());
float vX = point.x - (pinIcon.getWidth()/2);
float vY = point.y - pinIcon.getHeight();
canvas.drawBitmap(pinIcon, vX, vY, paint);
}
}
}
private void initTouchListener() {
GestureDetector gestureDetector = new GestureDetector(getContext(), new GestureDetector.SimpleOnGestureListener() {
#Override
public boolean onSingleTapConfirmed(MotionEvent e) {
if (isReady() && categoryPoints != null) {
PointF tappedCoordinate = new PointF(e.getX(), e.getY());
Bitmap clickArea = categoryPoints.get(0).getImage();
int clickAreaWidth = clickArea.getWidth();
int clickAreaHeight = clickArea.getHeight();
for (CategoryPoint categoryPoint : categoryPoints) {
PointF categoryCoordinate = sourceToViewCoord(categoryPoint.getPointF());
int categoryX = (int) (categoryCoordinate.x);
int categoryY = (int) (categoryCoordinate.y - clickAreaHeight / 2);
if (tappedCoordinate.x >= categoryX - clickAreaWidth / 2
&& tappedCoordinate.x <= categoryX + clickAreaWidth / 2
&& tappedCoordinate.y >= categoryY - clickAreaHeight / 2
&& tappedCoordinate.y <= categoryY + clickAreaHeight / 2) {
onPinClickListener.onPinClick(categoryPoint);
break;
}
}
}
return true;
}
});
setOnTouchListener((v, event) -> gestureDetector.onTouchEvent(event));
}
}
Fragment:
pinView.setOnImageEventListener(this);
pinView.setOnPinClickListener(this);
// implementation
I'm developing a simple game like BSD robots. This game contains a rather large board (over 40 cells) and it doesn't look nice even at 10 inch tablet. My decision was to scroll (move) surface view and not to scale each figure which size is like finger spot.
I've read tons articles about surface view but I cannot understand how to move it?
My activity code:
package ru.onyanov.robots;
public class MainActivity extends Activity {
public BoardView board;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
getWindow().addFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN);
requestWindowFeature(Window.FEATURE_NO_TITLE);
board = new BoardView(this);
setContentView(board);
}
}
Class Board:
package ru.onyanov.robots;
public class BoardView extends SurfaceView {
private GameThread mThread;
private boolean running = false;
public final int sizeX = 50;
public final int sizeY = 35;
public final int cellSize = 64;
private int robotCount = 4;
public ArrayList<Cell> cells = new ArrayList<Cell>();
private ArrayList<Robot> robots = new ArrayList<Robot>();
private Hero hero;
public Bitmap imageCell;
public Bitmap imageRobot;
public Bitmap imageHero;
public BoardView(Context context) {
super(context);
makeGraphic();
constructCells();
constructRobots();
hero = new Hero(this, 3, 2, imageHero);
mThread = new GameThread(this);
getHolder().addCallback(new SurfaceHolder.Callback() {
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
mThread.setRunning(false);
while (retry) {
try {
mThread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
public void surfaceCreated(SurfaceHolder holder) {
mThread.setRunning(true);
mThread.start();
}
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
});
}
private void makeGraphic() {
Bitmap cellImageSource = BitmapFactory.decodeResource(getResources(),
R.drawable.cell);
imageCell = Bitmap.createScaledBitmap(cellImageSource, cellSize,
cellSize, false);
imageRobot = BitmapFactory.decodeResource(getResources(),
R.drawable.robot);
imageHero = BitmapFactory.decodeResource(getResources(),
R.drawable.hero);
}
private void constructRobots() {
Robot robot;
Random rand = new Random();
for (int r = 0; r < robotCount; r++) {
int x = rand.nextInt(sizeX);
int y = rand.nextInt(sizeY);
robot = new Robot(this, x, y, imageRobot);
robots.add(robot);
}
return;
}
private void constructCells() {
Cell cell;
for (int y = 0; y < sizeY; y++) {
for (int x = 0; x < sizeX; x++) {
cell = new Cell(this, x, y, imageCell);
cells.add(cell);
}
}
return;
}
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
Cell cell;
for (int c = 0; c < cells.size(); c++) {
cell = cells.get(c);
cell.onDraw(canvas);
}
Robot robot;
for (int r = 0; r < robots.size(); r++) {
robot = robots.get(r);
robot.onDraw(canvas);
}
hero.onDraw(canvas);
}
public boolean onTouchEvent(MotionEvent e) {
int shotX = (int) e.getX();
int shotY = (int) e.getY();
if (e.getAction() == MotionEvent.ACTION_MOVE){
//TODO move board
showToast("move Board");
} else if (e.getAction() == MotionEvent.ACTION_UP) {
showToast("touchPoint: " + shotX + ", "+shotY);
hero.moveByDirection(shotX, shotY);
this.scrollTo(shotX, shotY);
}
return true;
}
public void showToast(String mes) {
Toast toast = Toast.makeText(getContext(), mes, Toast.LENGTH_LONG);
toast.show();
}
public class GameThread extends Thread {
private BoardView view;
public GameThread(BoardView view) {
this.view = view;
}
public void setRunning(boolean run) {
running = run;
}
public void run() {
while (running) {
Canvas canvas = null;
try {
canvas = view.getHolder().lockCanvas();
synchronized (view.getHolder()) {
onDraw(canvas);
}
canvas.scale(300, 300);
} catch (Exception e) {
} finally {
if (canvas != null) {
view.getHolder().unlockCanvasAndPost(canvas);
}
}
}
}
}
}
Some magic digits here are temporary. Now I just want to move BoardView;
The issue was to add x and y fields to SurfaceView, change them at onTouchEvent and draw all the elements in canvas with x- and y-offset. It's strange that I didn't recieved any answers...
I have a surface view, and whenever I touch the screen, an image comes up in the spot I touch. It's great, but I cannot figure out how to put a background on the SurfaceView. I have tried using the OnDraw to draw a background right away (Without having to touch it), and that only works some of the time. It force closes most of the time.
Would anyone want to look at my code and see if it's possible to get a background image on the Surface view? Thanks in advance.
class MyView extends SurfaceView implements SurfaceHolder.Callback {
private Thready _thread;
private ArrayList _graphicsz = new ArrayList();
private GraphicObject _currentGraphic = null;
public MyView(Context context) {
super(context);
getHolder().addCallback(this);
_thread = new Thready(getHolder(), this);
setFocusable(true);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
synchronized (_thread.getSurfaceHolder()) {
GraphicObject graphic = null;
if (event.getAction() == MotionEvent.ACTION_DOWN) {
graphic = new GraphicObject(BitmapFactory.decodeResource(getResources(), R.drawable.cat1small));
graphic.getCoordinates().setX((int) event.getX() - graphic.getGraphic().getWidth() / 2);
graphic.getCoordinates().setY((int) event.getY() - graphic.getGraphic().getHeight() / 2);
_currentGraphic = graphic;
} else if (event.getAction() == MotionEvent.ACTION_MOVE) {
_currentGraphic.getCoordinates().setX((int) event.getX() - _currentGraphic.getGraphic().getWidth() / 2);
_currentGraphic.getCoordinates().setY((int) event.getY() - _currentGraphic.getGraphic().getHeight() / 2);
} else if (event.getAction() == MotionEvent.ACTION_UP) {
_graphicsz.add(_currentGraphic);
_currentGraphic = null;
}
return true;
}
}
#Override
public void onDraw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
Bitmap bitmap1;
GraphicObject.Coordinates coords1;
for (GraphicObject graphic : _graphicsz) {
bitmap1 = graphic.getGraphic();
coords1 = graphic.getCoordinates();
canvas.drawBitmap(bitmap1, coords1.getX(), coords1.getY(), null);
}
// draw current graphic at last...
if (_currentGraphic != null) {
bitmap1 = _currentGraphic.getGraphic();
coords1 = _currentGraphic.getCoordinates();
canvas.drawBitmap(bitmap1, coords1.getX(), coords1.getY(), null);
}
}
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
public void surfaceCreated(SurfaceHolder holder) {
_thread.setRunning(true);
_thread.start();
}
public void surfaceDestroyed(SurfaceHolder holder) {
// simply copied from sample application LunarLander:
// we have to tell thread to shut down & wait for it to finish, or else
// it might touch the Surface after we return and explode
boolean retry = true;
_thread.setRunning(false);
while (retry) {
try {
_thread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
}
class Thready extends Thread {
private SurfaceHolder _surfaceHolder;
private MyView _panel;
private boolean _run = false;
public Thready(SurfaceHolder surfaceHolder, MyView panel) {
_surfaceHolder = surfaceHolder;
_panel = panel;
}
public void setRunning(boolean run) {
_run = run;
}
public SurfaceHolder getSurfaceHolder() {
return _surfaceHolder;
}
#Override
public void run() {
Canvas c;
while (_run) {
c = null;
try {
c = _surfaceHolder.lockCanvas(null);
synchronized (_surfaceHolder) {
_panel.onDraw(c);
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
_surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
class GraphicObject {
/**
* Contains the coordinates of the graphic.
*/
public class Coordinates {
private int _x = 100;
private int _y = 0;
public int getX() {
return _x + _bitmap.getWidth() / 2;
}
public void setX(int value) {
_x = value - _bitmap.getWidth() / 2;
}
public int getY() {
return _y + _bitmap.getHeight() / 2;
}
public void setY(int value) {
_y = value - _bitmap.getHeight() / 2;
}
public String toString() {
return "Coordinates: (" + _x + "/" + _y + ")";
}
}
private Bitmap _bitmap;
private Coordinates _coordinates;
public GraphicObject(Bitmap bitmap) {
_bitmap = bitmap;
_coordinates = new Coordinates();
}
public Bitmap getGraphic() {
return _bitmap;
}
public Coordinates getCoordinates() {
return _coordinates;
}
}
Well, what strikes me first off all (and what could be causing a lot of problem) is this:
you're creating new bitmap way too often
Every time you get a touch event, you're loading in your bitmaps ... and you can get 80 to 100 touchevents every second!
So to start with, define global bitmaps (private Bitmap bmp1; etc), load them somewhere else and THEN use them in your touch event.
Also, remove the bmp loading/creation from onDraw and move it to somewhere else.
After you've done that, see what happens; you might have more problems (a REALY quick scan of your code seemed fine), but not creating and loading bitmaps 80 times a second will definitely help out :)
i am using a surface view to draw interactive piechart. here is my code which will looks like all surface view examples.
class PieChart extends SurfaceView implements SurfaceHolder.Callback {
public PieChart(Context context) {
super(context);
// Log.i("PieChart", "PieChart : constructor");
getHolder().addCallback(this);
}
#Override
public void onDraw(Canvas canvas) {
if (hasData) {
resetColor();
try {
canvas.drawColor(getResources().getColor(R.color.graphbg_color));
graphDraw(canvas);
} catch (ValicException ex) {
}
}
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
Log.i("PieChart", "surfaceChanged");
}
public int callCount = 0;
#Override
public void surfaceCreated(SurfaceHolder holder) {
try {
// Log.i("PieChart", "surfaceCreated");
mChartThread = new ChartThread(getHolder(), this);
mChartThread.setRunning(true);
if (!mChartThread.isAlive()) {
mChartThread.start();
}
Rect mFrame = holder.getSurfaceFrame();
mOvalF = new RectF(0, 0, mFrame.right, mFrame.right);
} catch (Exception e) {
// No error message required
}
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// Log.i("PieChart", "surfaceDestroyed");
boolean retry = true;
callCount = 0;
mChartThread.setRunning(false);
while (retry) {
try {
mChartThread.join();
retry = false;
} catch (InterruptedException e) {
// No error message required
}
}
}
}
class ChartThread extends Thread {
private SurfaceHolder mSurfaceHolder;
private PieChart mPieChart;
private boolean mRefresh = false;
public ChartThread(SurfaceHolder surfaceHolder, PieChart pieChart) {
// Log.i("ChartThread", "ChartThread");
mSurfaceHolder = surfaceHolder;
mPieChart = pieChart;
}
public void setRunning(boolean Refresh) {
// Log.i("ChartThread", "setRunning : " + Refresh);
mRefresh = Refresh;
}
#Override
public void run() {
Canvas c;
// Log.i("ChartThread", "run : " + mRefresh);
while (mRefresh) {
c = null;
try {
c = mSurfaceHolder.lockCanvas(null);
// c.drawColor(0xFFebf3f5);
synchronized (mSurfaceHolder) {
mPieChart.onDraw(c);
}
} catch (Exception ex) {
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
with this i am able to draw pie charts successfully. but here the issue is "before loading pie chart black rectangle is visible for a second which is surfaceview's default back ground". so I want to set background color for surface view to avoid the black rectangle.
The following is the changed code for drawing background color to surface view.
public PieChart(Context context) {
super(context);
// Log.i("PieChart", "PieChart : constructor");
getHolder().addCallback(this);
setBackgroundColor(getResources().getColor(R.color.graphbg_color));
}
#Override
public void onDraw(Canvas canvas) {
if (hasData) {
setBackgroundColor(getResources().getColor(R.color.graphbg_color));
resetColor();
try {
canvas.drawColor(getResources().getColor(R.color.graphbg_color));
graphDraw(canvas);
} catch (ValicException ex) {
}
}
}
with these changes, black rectangle issue is resolved. but piechart is not refreshing properly. can someone help me to resolve any of these two issues.
class PieChart extends SurfaceView implements SurfaceHolder.Callback {
private int backGroundColor = Color.BLACK;
public PieChart(Context context,int backGroundColor) {
super(context);
setBackGroundColor(backGroundColor);
// Log.i("PieChart", "PieChart : constructor");
getHolder().addCallback(this);
}
public void setBackGroundColor(int color){
this.backGroundColor = color;
}
#Override
public void onDraw(Canvas canvas) {
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL_AND_STROKE);
paint.setStrokeWidth(3);
paint.setAntiAlias(true);
paint.setColor(backGroundColor);
canvas.drawRect(0, 0, this.getWidth(), this.getHeight(), paint);
if (hasData) {
resetColor();
try {
canvas.drawColor(getResources().getColor(R.color.graphbg_color));
graphDraw(canvas);
} catch (ValicException ex) {
}
}
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
Log.i("PieChart", "surfaceChanged");
}
public int callCount = 0;
#Override
public void surfaceCreated(SurfaceHolder holder) {
try {
// Log.i("PieChart", "surfaceCreated");
mChartThread = new ChartThread(getHolder(), this);
mChartThread.setRunning(true);
if (!mChartThread.isAlive()) {
mChartThread.start();
}
Rect mFrame = holder.getSurfaceFrame();
mOvalF = new RectF(0, 0, mFrame.right, mFrame.right);
} catch (Exception e) {
// No error message required
}
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// Log.i("PieChart", "surfaceDestroyed");
boolean retry = true;
callCount = 0;
mChartThread.setRunning(false);
while (retry) {
try {
mChartThread.join();
retry = false;
} catch (InterruptedException e) {
// No error message required
}
}
}
}
class ChartThread extends Thread {
private SurfaceHolder mSurfaceHolder;
private PieChart mPieChart;
private boolean mRefresh = false;
public ChartThread(SurfaceHolder surfaceHolder, PieChart pieChart) {
// Log.i("ChartThread", "ChartThread");
mSurfaceHolder = surfaceHolder;
mPieChart = pieChart;
}
public void setRunning(boolean Refresh) {
// Log.i("ChartThread", "setRunning : " + Refresh);
mRefresh = Refresh;
}
#Override
public void run() {
Canvas c;
// Log.i("ChartThread", "run : " + mRefresh);
while (mRefresh) {
c = null;
try {
c = mSurfaceHolder.lockCanvas(null);
// c.drawColor(0xFFebf3f5);
synchronized (mSurfaceHolder) {
mPieChart.onDraw(c);
}
} catch (Exception ex) {
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
and in yout class client you can use the setBackGroundColor(your color) ;)