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What is a NullPointerException, and how do I fix it?
(12 answers)
Closed 6 years ago.
I'm kinda new to this all android game development and need a little help..my game is crashing and i cant find to solve the problem..Thank you in advance.
public class BrickBreaker extends AppCompatActivity {
BreakerView brickView;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
brickView = new BreakerView(this);
setContentView(brickView);
}
private class BreakerView extends SurfaceView implements Runnable {
Canvas canvas;
Paint paint;
Thread gameThread = null;
SurfaceHolder ourHolder;
volatile boolean playing;
boolean paused = true;
long fps;
private long timeThisFrame;
int screenX;
int screenY;
Paddle paddle;
#TargetApi(Build.VERSION_CODES.HONEYCOMB_MR2)
public BreakerView(Context context) {
super(context);
this.ourHolder = getHolder();
this.paint = new Paint();
//res
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
display.getSize(size);
screenX = size.x;
screenY = size.y;
}
#Override
public void run() {
while (playing) {
long startFrameTime = System.currentTimeMillis();
if (!paused) {
update();
}
draw();
timeThisFrame = System.currentTimeMillis() - startFrameTime;
if (timeThisFrame >= 1) {
fps = 1000 / timeThisFrame;
}
}
}
public void update() {
paddle.update(fps);
}
public void draw() {
if (ourHolder.getSurface().isValid()) {
canvas = ourHolder.lockCanvas();
canvas.drawColor(Color.argb(255, 26, 128, 182));
paint.setColor(Color.argb(255, 255, 255, 255));
canvas.drawRect(paddle.getRect(), paint);
ourHolder.unlockCanvasAndPost(canvas);
}
}
public void pause() {
playing = false;
try {
gameThread.join();
} catch (InterruptedException e) {
Log.e("Error:", "joining thread");
}
}
public void resume() {
playing = true;
gameThread = new Thread(this);
gameThread.start();
}
#Override
public boolean onTouchEvent(MotionEvent motionEvent) {
switch (motionEvent.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN:
paused = false;
if(motionEvent.getX() > screenX / 2){
paddle.setMovementState(paddle.RIGHT);
}
else{
paddle.setMovementState(paddle.LEFT);
}
break;
case MotionEvent.ACTION_UP:
paddle.setMovementState(paddle.STOPPED);
break;
}
return true;
}
//end of breakView
}
#Override
protected void onResume() {
super.onResume();
brickView.resume();
}
#Override
protected void onPause() {
super.onPause();
brickView.pause();
}
and here is the log
05-06 15:19:43.119 27243-27287/? E/AndroidRuntime: FATAL EXCEPTION: Thread-30652
Process: com.example.david.brickbreakergame, PID: 27243
java.lang.NullPointerException: Attempt to invoke virtual method 'android.graphics.RectF com.example.david.brickbreakergame.Paddle.getRect()' on a null object reference
at com.example.david.brickbreakergame.BrickBreaker$BreakerView.draw(BrickBreaker.java:99)
at com.example.david.brickbreakergame.BrickBreaker$BreakerView.run(BrickBreaker.java:78)
at java.lang.Thread.run(Thread.java:818)
You have not initialized paddle. So either initialize it, or create a new Rect() with the required coordinates and pass this as the parameter in your drawRect() method
Related
I am running into an issue in my app. When my game ends (when life == 0) I am attempting to switch to a game over screen by using a different activity. When the game ends, the app simply crashes. I have included the XML for the activity I am trying to switch from as well as indicating where the app crashes. If anyone could help out, that would be great! Thanks.
activity_game.XML:
SurfaceView I am trying to switch from once game ends:
public class SVGameView extends SurfaceView implements Runnable {
private SurfaceHolder holder;
Thread thread = null;
volatile boolean running = false;
static final long FPS = 30;
private Sprite sprite;
private long lastClick;
private Bitmap ball, gameOver;
//private int x = 200, y = 200;
private int scorePosX = 100;
private int scorePosY = 100;
private int countScore = 0;
private int life = 1;
public SVGameView(Context context) {
super(context);
thread = new Thread(this);
holder = getHolder();
holder.addCallback(new SurfaceHolder.Callback() {
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
running = false;
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
running = true;
thread.start();
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
});
ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball2);
gameOver = BitmapFactory.decodeResource(getResources(),R.drawable.endscreen);
sprite = new Sprite(this, ball);
}
#Override
public void run() {
long ticksPS = 1000 / FPS;
long startTime;
long sleepTime;
while (running) {
Canvas c = null;
startTime = System.currentTimeMillis();
try {
c = getHolder().lockCanvas();
synchronized (getHolder()) {
update();
draw(c);
}
} finally {
if (c != null) {
getHolder().unlockCanvasAndPost(c);
}
}
sleepTime = ticksPS-(System.currentTimeMillis() - startTime);
try {
if (sleepTime > 0)
thread.sleep(sleepTime);
else
thread.sleep(10);
} catch (Exception e) {}
}
}
private void update(){
sprite.update();
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
Paint paint = new Paint();
canvas.drawPaint(paint);
paint.setColor(Color.WHITE);
paint.setTextSize(48);
canvas.drawText("Score: " + countScore, scorePosX, scorePosY, paint);
canvas.drawText("Lives: " + life, 500, 100, paint);
sprite.onDraw(canvas);
//Crashes here
if(life == 0) {
getContext().startActivity(new Intent(getContext(), SVGameOver.class));
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if(System.currentTimeMillis()-lastClick > 300){
lastClick = System.currentTimeMillis();
}
synchronized (getHolder()){
if(sprite.isHit(event.getX(), event.getY())){
countScore += 1;
sprite.increase();
}else{
life --;
}
}
return super.onTouchEvent(event);
}
}
Activity I am trying to reach once the game ends:
public class SVGameOver extends Activity {
private Bitmap gameOverScreen;
#Override
protected void onCreate(Bundle savedInstanceState){
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_game);
gameOverScreen = BitmapFactory.decodeResource(getResources(), R.drawable.endscreen);
}
protected void onDraw(Canvas canvas){
canvas.drawBitmap(gameOverScreen, 0,0,null);
}
}
I think logcat is asking you the right question: "have you declared this activity in your AndroidManifest.xml" ?
If you think you did it, It's highly probable you did it in a wrong way, most of the times that you think you added an Activity to the manifest but you are receiving this kind of crash, 99,9% of the time you declared it with a wrong namespace
Declare SVGameOver activity in your AndroidManifest.xml:
<activity
android:name="com.example.welcome.assignment2.SVGameOver">
...
</activity>
I am new to android programming. I am trying to write some really simple apps around basic graphics and input. The app I am working with now uses SurfaceView and draws onto that with a Canvas. It just draws a circle in the middle of the screen, and changes its color every second. Here's my SurfaceView:
public class MySurfaceView extends SurfaceView implements SurfaceHolder.Callback {
public class DrawerThread extends Thread {
private SurfaceHolder mSurfaceHolder;
private long mTimeStep;
private long mTime;
private long mPhysicsTime;
private boolean mRun;
private int mCanvasWidth;
private int mCanvasHeight;
private int colorIter;
private int colors[][] = {
{255, 255, 0, 0},
{255, 0, 255, 0}
};
Paint mPaint;
public DrawerThread(SurfaceHolder surfaceHolder) {
mSurfaceHolder = surfaceHolder;
mTimeStep = 1000;
mRun = false;
mCanvasWidth = 1;
mCanvasHeight = 1;
colorIter = 0;
mPaint = new Paint();
mPaint.setAntiAlias(true);
}
public void setRunning(boolean value) {
if(value == true && mRun != true) {
mTime = System.currentTimeMillis();
mPhysicsTime = 0;
}
mRun = value;
}
public void setSurfaceSize(int width, int height) {
synchronized (mSurfaceHolder) {
mCanvasWidth = width;
mCanvasHeight = height;
}
}
private void doPhysics(long time) {
long deltaTime = time - mTime;
mPhysicsTime += deltaTime;
mTime = time;
int steps = (int) (mPhysicsTime / mTimeStep);
mPhysicsTime -= steps * mTimeStep;
colorIter = (colorIter + steps) % colors.length;
}
private void doDraw(Canvas canvas) {
canvas.drawColor(Color.argb(255, 0, 0, 0));
mPaint.setARGB(colors[colorIter][0], colors[colorIter][1], colors[colorIter][2], colors[colorIter][3]);
canvas.drawCircle(mCanvasWidth/2, mCanvasHeight/2, 100, mPaint);
}
#Override
public void run() {
while(mRun) {
Canvas canvas = null;
try {
synchronized (mSurfaceHolder) {
canvas = mSurfaceHolder.lockCanvas();
doPhysics(System.currentTimeMillis());
doDraw(canvas);
}
} finally {
if(canvas != null) {
mSurfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
}
}
private DrawerThread mDrawerThread;
public MySurfaceView(Context context) {
super(context);
SurfaceHolder surfaceHolder = getHolder();
surfaceHolder.addCallback(this);
mDrawerThread = new DrawerThread(surfaceHolder);
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
mDrawerThread.setRunning(true);
mDrawerThread.start();
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
mDrawerThread.setSurfaceSize(width, height);
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
mDrawerThread.setRunning(false);
while(retry) {
try{
mDrawerThread.join();
retry = false;
} catch(InterruptedException e) {}
}
}
}
I wrote this code based on the Lunar Landing example provided here:
https://gitorious.org/replicant/development/source/3eda8fc3859c243df4a1f892a11e2da84b49cb94:samples/LunarLander/src/com/example/android/lunarlander/LunarView.java#L8
I tried to make it simpler than that so I omitted what I could. So the app is working until I change from profile view to landscape OR use the Recents button. Both of these actions crash my app on the canvas.drawColor(...) line in function doDraw(), nullpointer exception. How can I this problem?
Second question: I tried to limit my drawing thread by putting a Thread.sleep(<>) in my run() in the drawing thread. However, I noticed that while this thread is sleeping, the screen doesn't flip when I turn my phone sideways(go from profile to landscape). Why does the sleeping drawing thread block surface change?
Third question: why do I need the while loop in surfaceDestroyed()? Isn't mDrawerThread.join() a blocking function?
I know basic Java but I have almost 0 knowledge of android programming, so I would appreciate any constructive remarks.
(IDE: Android Studio)
I try to display one from list of bitmaps during onDraw.
When i'm passing list to the canvas all are display and stay in their places.
When I pass one random bitmaps it's redrawing canvas all the time.
All works when i'm using public void drawEnemy(Canvas canvas) but not exactly like I want when using public void drawEn(Canvas canvas).
I want to display one random bitmap, then after a few seconds, delete it and display other bitmap. I think the problem is how I implemented onDrow() method. It's redrawing canvas all the time.
Activity:
public class NewGameActivity extends Activity{
NewGame newgame;
public void onCreate(Bundle savedInstanceState){
super.onCreate(savedInstanceState);
// Landscape mode
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
// no title
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
// content Newgame.java
newgame = new NewGame(this);
setContentView(newgame);
}
Thread:
public class MainThread extends Thread{
private SurfaceHolder surfaceHolder;
private NewGame screen;
public MainThread(SurfaceHolder surfaceHolder, NewGame ekran) {
super();
this.surfaceHolder = surfaceHolder;
this.screen= screen;
}
private boolean running;
public void setRunning(boolean running) {
this.running = running;
}
#Override
public void run() {
Canvas canvas;
while (running) {
canvas = null;
try {
canvas = this.surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
this.screen.onDraw(canvas);
}
} finally {
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
}
}
SurfaceView:
public class NewGame extends SurfaceView implements SurfaceHolder.Callback{
private MainThread thread;
private EnemyManager manager;
public NewGame(Context context) {
super(context);
getHolder().addCallback(this);
thread = new MainThread(getHolder(), this);
manager = new EnemyManager();
// TODO Auto-generated constructor stub
//adding enemy
Enemy e1 = new Enemy(BitmapFactory.decodeResource(getResources(), R.drawable.card), 1);
Enemy e2 = new Enemy(BitmapFactory.decodeResource(getResources(), R.drawable.horse), 2);
EnemyLocation l1 = new EnemyLocation(60, 180);
EnemyLocation l2 = new EnemyLocation(60, 50);
manager.AddEnemy(e1, l1);
manager.AddEnemy(e2, l2);
setFocusable(true);
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.saloon), 0, 0, null);
manager.drawEn(canvas);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
thread.setRunning(true);
thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
thread.setRunning(false);
thread.stop();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
manager.handleActionDown((int)event.getX(), (int)event.getY());
}
return true;
}
}
EnemyManager:
public class EnemyManager {
private ArrayList<Enemy> enemyList;
private ArrayList<Enemy> suspects;
private Enemy cow;
private String message;
private int suspectID;
private Random rnd;
public String getMessage() {
return message;
}
public EnemyManager(){
enemyList = new ArrayList<Enemy>();
suspects = new ArrayList<Enemy>();
}
public void AddEnemy(Enemy enemy, EnemyLocation loc){
// set x,y enemy localization
enemy.setX(loc.getX());
enemy.setY(loc.getY());
enemyList.add(enemy);
}
public void clearEnemy() {
enemyList.clear();
}
// message if enemy touched
public void handleActionDown(int x, int y) {
for (Enemy enemy: enemyList) {
if (enemy.wasTouched(x, y)) {
message = enemy.getId();
return;
}
}
}
public void PrepareEnemy(){
suspectID = enemyList.get(rnd.nextInt(enemyList.size()+1)).getId();
suspects = new ArrayList<Enemy>();
suspects.add(getSuspectByID(suspectID));
}
private Enemy SingleEnemy(){
Double i = 1 + Math.random() * ((enemyList.size()-1)+1);
cow = getSuspectByID(i.intValue());
return cow;
}
private Enemy getSuspectByID(int suspectID) {
for (Enemy s: enemyList) {
if (s.getId() == suspectID) {
return s;
}
}
return null;
}
public void drawEn(Canvas canvas){
try {
Enemy k = SingleEnemy();
canvas.drawBitmap(cow.picture, cow.x, cow.y, null);
} catch (Exception e) {
// TODO: handle exception
}
}
// draw enemy
public void drawEnemy(Canvas canvas) {
try {
for (Enemy enemy: enemyList) {
canvas.drawBitmap(enemy.picture, enemy.x, enemy.y, null);
}
} catch (Exception e) {
// TODO: handle exception
}
}
}
das
As for as understand you are trying to do something like this (if it's not, please correct me):
This is rendering the canvas with all components:
Draw background
Draw enemy
To "refresh" the canvas you simply do something like this:
Draw background
Update
To pause the rendering you could do something like this:
int lastUpdateTime;
int delayTime = 2000; 2 seconds
if(System.currenttimeMillis() > lastUpdateTime + delayTime) {
// Finished waiting
}
You should only define lastUpdateTime when you want to wait and not in every iteration.
NB: Don't call Thread.sleep() in a rendering thread!
I'm new in Android and I want to do some animations. I'm trying to make my sprite sheet move automatically. But there is a problem with screen rendering. It leaves a trail while it is moving.Click here to see the screen shot
This is my code:
public class SampleAnimationActivity extends Activity {
/** Called when the activity is first created. */
Screen screen;
MapAnimation mapAnimation;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
screen = new Screen(this);
setContentView(screen);
}
#Override
protected void onDestroy() {
super.onDestroy();
}
#Override
protected void onPause() {
super.onPause();
}
#Override
protected void onResume() {
super.onResume();
}
public class Screen extends SurfaceView implements Callback{
private SurfaceHolder holder;
private MySurfaceViewThread mySurfaceViewThread;
private boolean isSurfaceCreated;
private Bitmap character, tiles;
public Screen(Context context) {
super(context);
initialize();
}
public void initialize(){
//Create a new SurfaceHolder and assign this class as its callback...
holder = getHolder();
holder.addCallback(this);
isSurfaceCreated = false;
character = BitmapFactory.decodeResource(getResources(),R.drawable.penguin_sprite);
tiles = BitmapFactory.decodeResource(getResources(), R.drawable.tile_sprites);
resume();
}
public void resume(){
//Create and start the graphics update thread.
if(mySurfaceViewThread == null){
mySurfaceViewThread = new MySurfaceViewThread();
if(isSurfaceCreated == true){
mySurfaceViewThread.start();
}
}
}
public void pause(){
//Kill the graphics update thread
if(mySurfaceViewThread != null){
mySurfaceViewThread.pause();
mySurfaceViewThread = null;
}
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
isSurfaceCreated = true;
if(mySurfaceViewThread != null){
mySurfaceViewThread.start();
}
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
isSurfaceCreated = false;
pause();
}
public class MySurfaceViewThread extends Thread{
private boolean isPaused;
private boolean characterLoaded, characterDrawn;
private SurfaceHolder surfaceHolder;
public MySurfaceViewThread(){
super();
isPaused = false;
characterLoaded = false;
surfaceHolder = holder;
characterDrawn = false;
}
public void run(){
//Repeat the drawing loop until the thread is stopped
while(!isPaused){
if(!surfaceHolder.getSurface().isValid()){
continue;
}
if(characterLoaded == false){
mapAnimation = new MapAnimation(screen, character);
characterLoaded = true;
}
Canvas canvas = surfaceHolder.lockCanvas();
mapAnimation.onDraw(canvas);
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
public void pause(){
}
public void onDraw(){
}
}
}
}
public class MapAnimation {
private Screen screen;
private Bitmap character;
private int width, height, xPosition, yPosition, xSpeed, ySpeed;
public MapAnimation(Screen screen, Bitmap character) {
this.screen = screen;
this.character = character;
this.width = character.getWidth();
this.height = character.getHeight();
xPosition = 0;
yPosition = 0;
xSpeed = 5;
ySpeed = 5;
}
public void updateCharacter(){
if(xPosition > screen.getWidth() - width - xSpeed){
xSpeed = 0;
ySpeed = 5;
}
if(yPosition > screen.getHeight() - height - ySpeed){
xSpeed = -5;
ySpeed = 0;
}
if(xPosition + xSpeed < 0){
xPosition=0;
xSpeed = 0;
ySpeed = -5;
}
if(yPosition+ySpeed < 0){
yPosition = 0;
xSpeed = 5;
ySpeed = 0;
}
xPosition += xSpeed;
yPosition += ySpeed;
}
public void onDraw(Canvas canvas){
updateCharacter();
Rect src = new Rect(0, 0,135,225);
Rect dst = new Rect(xPosition, yPosition, xPosition+width, yPosition+height);
canvas.drawBitmap(character, src, dst, null);
}
}
Your help will be deeply appreciated :)
I already solved my problem, I just need to add "drawColor(color.BLACk);" before calling mapAnimation.onDraw() method.
I currently have (among others) these classes:
public class Main extends Activity {
Panel p;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
p = new Panel(this);
setContentView(p);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
p.onTouchEvent(event);
// Make your UI thread sleep.
try {
Thread.sleep(30);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
return true;
}
and
public class Panel extends SurfaceView implements SurfaceHolder.Callback {
private ViewThread mThread;
private ArrayList<GraphicsElement> mElements = new ArrayList<GraphicsElement>();
public static int panelHeight;
public static int panelWidth;
private int numberOfElements = 0;
private Paint mPaint;
public Panel(Context context) {
super(context);
getHolder().addCallback(this);
mThread = new ViewThread(this);
mPaint = new Paint();
mPaint.setColor(Color.CYAN);
mPaint.setTextSize(20);
}
public void doDraw(long elapsed, Canvas canvas) {
canvas.drawColor(Color.parseColor("#003045"));
if (!(mElements.size() > 15)) {
synchronized (mElements) {
for (GraphicsElement element : mElements) {
element.doDraw(canvas);
}
canvas.drawText("FPS: " + Math.round(1000f / elapsed) + " Elements: " + numberOfElements, 10, 30, mPaint);
}
} else {
mElements.clear();
numberOfElements = 0;
}
}
public void animate(long elapsedTime) {
synchronized (mElements) {
for (GraphicsElement element : mElements) {
element.animate(elapsedTime);
}
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
int action = event.getAction();
int xspeed = 0;
int yspeed = 0;
if (action == MotionEvent.ACTION_DOWN || action == MotionEvent.ACTION_MOVE) {
if (event.getX() > panelWidth / 2) {
xspeed = 5;
} else if (event.getX() < panelWidth / 2) {
xspeed = -5;
}
synchronized (mElements) {
for (GraphicsElement element : mElements) {
element.changeSpeed(xspeed, yspeed);
}
}
}
return true;
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
#Override
public void surfaceCreated(SurfaceHolder holder) {
if (!mThread.isAlive()) {
mThread = new ViewThread(this);
mThread.setRunning(true);
mThread.start();
}
mElements.add(new GraphicsElement(getResources(), 80, 300));
numberOfElements += 1;
}
public void surfaceDestroyed(SurfaceHolder holder) {
I also have ViewThread, just my animation thread, and GraphicsElement, which defines the moving object. My animation is going very slow(on touch), and I think it has something to do with my .sleep() method. Could anyone please help me ?
Edit: I'm using .sleep() because I don't want to flood TouchEvents.
i'm trying to get it like: Check for TouchEvent, Sleep, Check for TouchEvent, Sleep.. etc...
I've had the same issues with touch slowing things down and ended up with a similar approach to yours (sleeping the UI thread on touch events, as recommended by a Google game developer). The thing that seemed to help me was playing with the length of the sleep time. Try increasing it to 70 ms or even more and see if that helps. Most apps don't need a super high sample rate for touch input.
Firstly, you should initialize your Panel inside your onCreate() method.
Panel p = null;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
p = new Panel(this);
setContentView(p);
}
Secondly, I do not understand why you are doing a sleep in your onTouchEvent() handler. Try taking that out, and things should speed up, especially if you think that may be the cause!