I am unable to create more circles which follows its own path with drawCircle .
I have used the code below which creates another circle but follows the path along the lines of 1st circle but not independent .How do I move both circles independent of each other?
I have added
c.drawCircle(ballX-100, ballY-100, 50, ballPaintyellow);
How do I make the above circle independent from the 1st circle?. I really appreciate any help.Thanks in Advance.
BouncingBallActivity.java
package com.stuffthathappens.games;
import static android.hardware.SensorManager.DATA_X;
import static android.hardware.SensorManager.DATA_Y;
import static android.hardware.SensorManager.SENSOR_ACCELEROMETER;
import static android.hardware.SensorManager.SENSOR_DELAY_GAME;
import java.util.concurrent.TimeUnit;
import android.app.Activity;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.hardware.SensorListener;
import android.hardware.SensorManager;
import android.os.Bundle;
import android.os.Vibrator;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.SurfaceHolder.Callback;
/**
* This activity shows a ball that bounces around. The phone's
* accelerometer acts as gravity on the ball. When the ball hits
* the edge, it bounces back and triggers the phone vibrator.
*/
#SuppressWarnings("deprecation")
public class BouncingBallActivity extends Activity implements Callback, SensorListener {
private static final int BALL_RADIUS =20;
private SurfaceView surface;
private SurfaceHolder holder;
private final BouncingBallModel model = new BouncingBallModel(BALL_RADIUS);
private GameLoop gameLoop;
private Paint backgroundPaint;
private Paint ballPaint;
private SensorManager sensorMgr;
private long lastSensorUpdate = -1;
private Paint ballPaintyellow;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.bouncing_ball);
surface = (SurfaceView) findViewById(R.id.bouncing_ball_surface);
holder = surface.getHolder();
surface.getHolder().addCallback(this);
backgroundPaint = new Paint();
backgroundPaint.setColor(Color.WHITE);
ballPaint = new Paint();
ballPaint.setColor(Color.BLUE);
ballPaint.setAntiAlias(true);
ballPaintyellow = new Paint();
ballPaintyellow.setColor(Color.YELLOW);
ballPaintyellow.setAntiAlias(true);
}
#Override
protected void onPause() {
super.onPause();
model.setVibrator(null);
sensorMgr.unregisterListener(this, SENSOR_ACCELEROMETER);
sensorMgr = null;
model.setAccel(0, 0);
}
#Override
protected void onResume() {
super.onResume();
sensorMgr = (SensorManager) getSystemService(SENSOR_SERVICE);
boolean accelSupported = sensorMgr.registerListener(this,
SENSOR_ACCELEROMETER,
SENSOR_DELAY_GAME);
if (!accelSupported) {
// on accelerometer on this device
sensorMgr.unregisterListener(this, SENSOR_ACCELEROMETER);
// TODO show an error
}
// NOTE 1: you cannot get system services before onCreate()
// NOTE 2: AndroidManifest.xml must contain this line:
// <uses-permission android:name="android.permission.VIBRATE"/>
Vibrator vibrator = (Vibrator) getSystemService(Activity.VIBRATOR_SERVICE);
model.setVibrator(vibrator);
}
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
model.setSize(width, height);
}
public void surfaceCreated(SurfaceHolder holder) {
gameLoop = new GameLoop();
gameLoop.start();
}
private void draw() {
// thread safety - the SurfaceView could go away while we are drawing
Canvas c = null;
try {
// NOTE: in the LunarLander they don't have any synchronization here,
// so I guess this is OK. It will return null if the holder is not ready
c = holder.lockCanvas();
// this needs to synchronize on something
if (c != null) {
doDraw(c);
}
} finally {
if (c != null) {
holder.unlockCanvasAndPost(c);
}
}
}
private void doDraw(Canvas c) {
int width = c.getWidth();
int height = c.getHeight();
c.drawRect(0, 0, width, height, backgroundPaint);
float ballX, ballY;
synchronized (model.LOCK) {
ballX = model.ballPixelX;
ballY = model.ballPixelY;
}
c.drawCircle(ballX, ballY, BALL_RADIUS, ballPaint);
c.drawCircle(ballX-100, ballY-100, 50, ballPaintyellow);
}
public void surfaceDestroyed(SurfaceHolder holder) {
try {
model.setSize(0,0);
gameLoop.safeStop();
} finally {
gameLoop = null;
}
}
private class GameLoop extends Thread {
private volatile boolean running = true;
public void run() {
while (running) {
try {
// don't like this hardcoding
TimeUnit.MILLISECONDS.sleep(5);
draw();
model.updatePhysics();
} catch (InterruptedException ie) {
running = false;
}
}
}
public void safeStop() {
running = false;
interrupt();
}
}
public void onAccuracyChanged(int sensor, int accuracy) {
}
public void onSensorChanged(int sensor, float[] values) {
if (sensor == SENSOR_ACCELEROMETER) {
long curTime = System.currentTimeMillis();
// only allow one update every 50ms, otherwise updates
// come way too fast
if (lastSensorUpdate == -1 || (curTime - lastSensorUpdate) > 50) {
lastSensorUpdate = curTime;
model.setAccel(values[DATA_X], values[DATA_Y]);
}
}
}
}
Bouncingballmodel.java
package com.stuffthathappens.games;
import java.util.concurrent.atomic.AtomicReference;
import android.os.Vibrator;
/**
* This data model tracks the width and height of the playing field along
* with the current position of a ball.
*/
public class BouncingBallModel {
// the ball speed is meters / second. When we draw to the screen,
// 1 pixel represents 1 meter. That ends up too slow, so multiply
// by this number. Bigger numbers speeds things up.
private final float pixelsPerMeter = 10;
private final int ballRadius;
// these are public, so make sure you synchronize on LOCK
// when reading these. I made them public since you need to
// get both X and Y in pairs, and this is more efficient than
// getter methods. With two getters, you'd still need to
// synchronize.
public float ballPixelX, ballPixelY;
private int pixelWidth, pixelHeight;
// values are in meters/second
private float velocityX, velocityY;
// typical values range from -10...10, but could be higher or lower if
// the user moves the phone rapidly
private float accelX, accelY;
/**
* When the ball hits an edge, multiply the velocity by the rebound.
* A value of 1.0 means the ball bounces with 100% efficiency. Lower
* numbers simulate balls that don't bounce very much.
*/
private static final float rebound = 0.8f;
// if the ball bounces and the velocity is less than this constant,
// stop bouncing.
private static final float STOP_BOUNCING_VELOCITY = 2f;
private volatile long lastTimeMs = -1;
public final Object LOCK = new Object();
private AtomicReference<Vibrator> vibratorRef =
new AtomicReference<Vibrator>();
public BouncingBallModel(int ballRadius) {
this.ballRadius = ballRadius;
}
public void setAccel(float ax, float ay) {
synchronized (LOCK) {
this.accelX = ax;
this.accelY = ay;
}
}
public void setSize(int width, int height) {
synchronized (LOCK) {
this.pixelWidth = width;
this.pixelHeight = height;
}
}
public int getBallRadius() {
return ballRadius;
}
/**
* Call this to move the ball to a particular location on the screen. This
* resets the velocity to zero, but the acceleration doesn't change so
* the ball should start falling shortly.
*/
public void moveBall(int ballX, int ballY) {
synchronized (LOCK) {
this.ballPixelX = ballX;
this.ballPixelY = ballY;
velocityX = 0;
velocityY = 0;
}
}
public void updatePhysics() {
// copy everything to local vars (hence the 'l' prefix)
float lWidth, lHeight, lBallX, lBallY, lAx, lAy, lVx, lVy;
synchronized (LOCK) {
lWidth = pixelWidth;
lHeight = pixelHeight;
lBallX = ballPixelX;
lBallY = ballPixelY;
lVx = velocityX;
lVy = velocityY;
lAx = accelX;
lAy = -accelY;
}
if (lWidth <= 0 || lHeight <= 0) {
// invalid width and height, nothing to do until the GUI comes up
return;
}
long curTime = System.currentTimeMillis();
if (lastTimeMs < 0) {
lastTimeMs = curTime;
return;
}
long elapsedMs = curTime - lastTimeMs;
lastTimeMs = curTime;
// update the velocity
// (divide by 1000 to convert ms to seconds)
// end result is meters / second
lVx += ((elapsedMs * lAx) / 1000) * pixelsPerMeter;
lVy += ((elapsedMs * lAy) / 1000) * pixelsPerMeter;
// update the position
// (velocity is meters/sec, so divide by 1000 again)
lBallX += ((lVx * elapsedMs) / 1000) * pixelsPerMeter;
lBallY += ((lVy * elapsedMs) / 1000) * pixelsPerMeter;
boolean bouncedX = false;
boolean bouncedY = false;
if (lBallY - ballRadius < 0) {
lBallY = ballRadius;
lVy = -lVy * rebound;
bouncedY = true;
} else if (lBallY + ballRadius > lHeight) {
lBallY = lHeight - ballRadius;
lVy = -lVy * rebound;
bouncedY = true;
}
if (bouncedY && Math.abs(lVy) < STOP_BOUNCING_VELOCITY) {
lVy = 0;
bouncedY = false;
}
if (lBallX - ballRadius < 0) {
lBallX = ballRadius;
lVx = -lVx * rebound;
bouncedX = true;
} else if (lBallX + ballRadius > lWidth) {
lBallX = lWidth - ballRadius;
lVx = -lVx * rebound;
bouncedX = true;
}
if (bouncedX && Math.abs(lVx) < STOP_BOUNCING_VELOCITY) {
lVx = 0;
bouncedX = false;
}
// safely copy local vars back to object fields
synchronized (LOCK) {
ballPixelX = lBallX;
ballPixelY = lBallY;
velocityX = lVx;
velocityY = lVy;
}
if (bouncedX || bouncedY) {
Vibrator v = vibratorRef.get();
if (v != null) {
v.vibrate(20L);
}
}
}
public void setVibrator(Vibrator v) {
vibratorRef.set(v);
}
}
Which view you are using has nothing to do with it ....
At the moment you have only one BouncingBallModel
private final BouncingBallModel model = new BouncingBallModel(BALL_RADIUS);
This is the one you see when you draw something. Now if you want to draw multiple balls, you will need many BouncingBallModel. So either create a BouncingBallModel model2 or make it dynamic using an array.
Then iterate over the array and draw each ball.
Related
can i computing the velocity with the accelerations from the sensor which type is SENSOR_TYPE_ACCELEROMETER?
or can i get the orientation of the the accelerations from the sensor which type is SENSOR_TYPE_ACCELEROMETER?
i have seen some blogs about checking the value of the vector of accelerations to detect whether the android phone is filling down or not.
but ,the reson may be the android phone is shaking and is not filling.
my code is:
/**
* how often analysising the accelerometer?(Millisecond)
*/
private static final int ANALYSIS_ACCELERATION_INTERVAL = 500;
/**
* how often checking the accelerometer?(Millisecond)
*/
private static final int CHECK_TIME_INTERVAL = 5000;
/**
* when the sMinorMaxAccelerationInOneSecoud[0] is less than
* ACCELERATION_CRITICAL_VALUE[0],and the
* sMinorMaxAccelerationInOneSecoud[1] is more than
* ACCELERATION_CRITICAL_VALUE[1],i think the phone dropped to the
* ground.
*/
private static float ACCELERATION_CRITICAL_VALUE[] = {2, 40};
/**
* during{#link #ANALYSIS_ACCELERATION_INTERVAL},the min accelerometer
* of the phone is sMinorMaxAccelerationInOneSecoud[0],the max
* accelerometer of the phone is saved at
* sMinorMaxAccelerationInOneSecoud[1].
*/
private static float sMinorMaxAccelerationInOneSecoud[] = {0, 0};
/**
* the last time when checking the accelerometer
*/
private static long sLastCheckTime = 0;
/**
* the last time when analysising the accelerometer
*/
private static long sLastAnalysisTime = 0;
/**
* during {#link #CHECK_TIME_INTERVAL},is phone dropped to ground?
*/
private static boolean sIsFallDown = false;
private SensorManager mSensorManager;
public void receiveCondition() {
// a dialog
Intent intent = new Intent();
intent.setClass(GlobalHolder.getApplicationContext(), PhoneDroppedDialog.class);
intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
GlobalHolder.getApplicationContext().startActivity(intent);
}
public void start() {
mSensorManager = (SensorManager) getApplicationContext().getSystemService(Context.SENSOR_SERVICE);
mSensorManager.registerListener(this,
mSensorManager.getDefaultSensor(Sensor.TYPE_LINEAR_ACCELERATION),
SensorManager.SENSOR_DELAY_UI);
}
public void stop() {
mSensorManager.unregisterListener(this);
mSensorManager = null;
sMinorMaxAccelerationInOneSecoud = new float[]{0, 0};
sLastCheckTime = 0;
sLastAnalysisTime = 0;
}
#Override
public void onSensorChanged(SensorEvent event) {
int sensorType = event.sensor.getType();
if (sensorType != Sensor.TYPE_LINEAR_ACCELERATION) {
return;
}
// judge if the sMinorMaxAccelerationInOneSecoud[0] is less than
// ACCELERATION_CRITICAL_VALUE[0],and the
// sMinorMaxAccelerationInOneSecoud[1] is more than
// ACCELERATION_CRITICAL_VALUE[1]
analysisAcceleration(event.values);
long currentTime = System.currentTimeMillis();
long beta = currentTime - sLastCheckTime;
if (Math.abs(beta) < CHECK_TIME_INTERVAL) {
return;
}
// it have been more than one secound since the last check,so we need re-check if the phone have dropped to the ground.
checkIsFallDown();
// reset sLastCheckTime with the current time
sLastCheckTime = currentTime;
}
private void analysisAcceleration(float[] values) {
if (sIsFallDown) {
// if the phone have already dropped to the ground,we return directly.
return;
}
// whether the min sum vector of the accelerations on the x_axis,y_axis,zaxis is less than ACCELERATION_CRITICAL_VALUE[0]
// and the max sum vector of the accelerations on the x_axis,y_axis,zaxis is more than ACCELERATION_CRITICAL_VALUE[1]
if (sLastAnalysisTime == 0) {
sLastAnalysisTime = System.currentTimeMillis();
}
// the sum vector of the accelerations on the x_axis,y_axis,zaxis
float currentAcceleration = 0f;
for (int i = 0; i < values.length; i++) {
currentAcceleration += (values[i] * values[i]);
}
currentAcceleration = (float) Math.sqrt(currentAcceleration);
if (sMinorMaxAccelerationInOneSecoud[0] == 0 || sMinorMaxAccelerationInOneSecoud[0] > currentAcceleration) {
sMinorMaxAccelerationInOneSecoud[0] = currentAcceleration;
}
if (sMinorMaxAccelerationInOneSecoud[1] == 0 || sMinorMaxAccelerationInOneSecoud[1] < currentAcceleration) {
sMinorMaxAccelerationInOneSecoud[1] = currentAcceleration;
}
long currentTime = System.currentTimeMillis();
long delta = currentTime - sLastAnalysisTime;
if (delta < ANALYSIS_ACCELERATION_INTERVAL) {
return;
}
MLog.d(TAG, "during ANALYSIS_ACCELERATION_INTERVAL, the min value is " + sMinorMaxAccelerationInOneSecoud[0] + ", the max value is " + sMinorMaxAccelerationInOneSecoud[1]);
boolean isLessPre = sMinorMaxAccelerationInOneSecoud[0] < ACCELERATION_CRITICAL_VALUE[0];
boolean isMoreNext = sMinorMaxAccelerationInOneSecoud[1] > ACCELERATION_CRITICAL_VALUE[1];
sIsFallDown = isLessPre && isMoreNext;
sLastAnalysisTime = currentTime;
sMinorMaxAccelerationInOneSecoud = new float[]{0, 0};
}
private void checkIsFallDown() {
if (sIsFallDown) {
// the phone have dropped
receiveCondition();
MLog.d(TAG, "call the receiveCondition method.");
sMinorMaxAccelerationInOneSecoud = new float[]{0, 0};
sIsFallDown = false;
}
}
someone has a better idea?thanks!!
I copy-pasted a basic android snake game code in android studio from here
But i get
java.lang.RuntimeException: Unable to start activity ComponentInfo..........Snake}:
android.view.InflateException: Binary XML file line #5: Error inflating class com.example.android.snake.SnakeView
and the line of error shows that setContentView(R.layout.activity_main); has the error.
I checked various similar questions in stackoverflow, but being an absolute beginner i couldnt figure out what the actual problem is.
EDIT:
heres the snake.java:
package com.example.bharatchamakuri.snakefinal;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.support.v7.app.AppCompatActivity;
import android.view.View;
import android.view.Window;
import android.widget.TextView;
public class Snake extends Activity {
private SnakeView mSnakeView;
private static String ICICLE_KEY = "snake-view";
/**
* Called when Activity is first created. Turns off the title bar, sets up
* the content views, and fires up the SnakeView.
*
*/
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// No Title bar
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.activity_main);
mSnakeView = (SnakeView) findViewById(R.id.snake);
mSnakeView.setTextView((TextView) findViewById(R.id.text));
// Register the listener
mSnakeView.setOnTouchListener((View.OnTouchListener) mSnakeView);
if (savedInstanceState == null) {
// We were just launched -- set up a new game
mSnakeView.setMode(SnakeView.READY);
} else {
// We are being restored
Bundle map = savedInstanceState.getBundle(ICICLE_KEY);
if (map != null) {
mSnakeView.restoreState(map);
} else {
mSnakeView.setMode(SnakeView.PAUSE);
}
}
}
#Override
protected void onPause() {
super.onPause();
// Pause the game along with the activity
mSnakeView.setMode(SnakeView.PAUSE);
}
#Override
public void onSaveInstanceState(Bundle outState) {
// Store the game state
outState.putBundle(ICICLE_KEY, mSnakeView.saveState());
}
}
snakeview.java file :
package com.example.bharatchamakuri.snakefinal;
import android.content.Context;
import android.content.res.Resources;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.util.AttributeSet;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.widget.TextView;
import java.util.ArrayList;
import java.util.Random;
/**
* Current mode of application: READY to run, RUNNING, or you have already
* lost. static final ints are used instead of an enum for performance
* reasons.
*/
public class SnakeView extends TileView {
private static final String TAG = "SnakeView";
private int mMode = READY;
public static final int PAUSE = 0;
public static final int READY = 1;
public static final int RUNNING = 2;
public static final int LOSE = 3;
/**
* Current direction the snake is headed.
*/
private int mDirection = NORTH;
private int mNextDirection = NORTH;
private static final int NORTH = 1;
private static final int SOUTH = 2;
private static final int EAST = 3;
private static final int WEST = 4;
/**
* Labels for the drawables that will be loaded into the TileView class
*/
private static final int RED_STAR = 1;
private static final int YELLOW_STAR = 2;
private static final int GREEN_STAR = 3;
/**
* mScore: used to track the number of apples captured mMoveDelay: number of
* milliseconds between snake movements. This will decrease as apples are
* captured.
*/
private long mScore = 0;
private long mMoveDelay = 600;
/**
* mLastMove: tracks the absolute time when the snake last moved, and is
* used to determine if a move should be made based on mMoveDelay.
*/
private long mLastMove;
/**
* mStatusText: text shows to the user in some run states
*/
private TextView mStatusText;
/**
* mSnakeTrail: a list of Coordinates that make up the snake's body
* mAppleList: the secret location of the juicy apples the snake craves.
*/
private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();
/**
* Everyone needs a little randomness in their life
*/
private static final Random RNG = new Random();
/**
* 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) {
SnakeView.this.update();
SnakeView.this.invalidate();
}
public void sleep(long delayMillis) {
this.removeMessages(0);
sendMessageDelayed(obtainMessage(0), delayMillis);
}
};
/**
* Constructs a SnakeView based on inflation from XML
*
* #param context
* #param attrs
*/
public SnakeView(Context context, AttributeSet attrs) {
super(context, attrs);
initSnakeView();
}
public SnakeView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
initSnakeView();
}
private void initSnakeView() {
setFocusable(true);
Resources r = this.getContext().getResources();
resetTiles(4);
loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
loadTile(GREEN_STAR, r.getDrawable(R.drawable.bluestar));
}
private void initNewGame() {
mSnakeTrail.clear();
mAppleList.clear();
// For now we're just going to load up a short default eastbound snake
// that's just turned north
mSnakeTrail.add(new Coordinate(7, 7));
mSnakeTrail.add(new Coordinate(6, 7));
mSnakeTrail.add(new Coordinate(5, 7));
mSnakeTrail.add(new Coordinate(4, 7));
mSnakeTrail.add(new Coordinate(3, 7));
mSnakeTrail.add(new Coordinate(2, 7));
mNextDirection = NORTH;
// Two apples to start with
addRandomApple();
addRandomApple();
mMoveDelay = 600;
mScore = 0;
}
/**
* Given a ArrayList of coordinates, we need to flatten them into an array
* of ints before we can stuff them into a map for flattening and storage.
*
* #param cvec
* : a ArrayList of Coordinate objects
* #return : a simple array containing the x/y values of the coordinates as
* [x1,y1,x2,y2,x3,y3...]
*/
private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
int count = cvec.size();
int[] rawArray = new int[count * 2];
for (int index = 0; index < count; index++) {
Coordinate c = cvec.get(index);
rawArray[2 * index] = c.x;
rawArray[2 * index + 1] = c.y;
}
return rawArray;
}
/**
* Save game state so that the user does not lose anything if the game
* process is killed while we are in the background.
*
* #return a Bundle with this view's state
*/
public Bundle saveState() {
Bundle map = new Bundle();
map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
map.putInt("mDirection", mDirection);
map.putInt("mNextDirection", mNextDirection);
map.putLong("mMoveDelay", mMoveDelay);
map.putLong("mScore", mScore);
map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));
return map;
}
/**
* Given a flattened array of ordinate pairs, we reconstitute them into a
* ArrayList of Coordinate objects
*
* #param rawArray
* : [x1,y1,x2,y2,...]
* #return a ArrayList of Coordinates
*/
private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();
int coordCount = rawArray.length;
for (int index = 0; index < coordCount; index += 2) {
Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
coordArrayList.add(c);
}
return coordArrayList;
}
/**
* Restore game state if our process is being relaunched
*
* #param icicle
* a Bundle containing the game state
*/
public void restoreState(Bundle icicle) {
setMode(PAUSE);
mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList"));
mDirection = icicle.getInt("mDirection");
mNextDirection = icicle.getInt("mNextDirection");
mMoveDelay = icicle.getLong("mMoveDelay");
mScore = icicle.getLong("mScore");
mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
}
/*
* handles key events in the game. Update the direction our snake is
* traveling based on the DPAD. Ignore events that would cause the snake to
* immediately turn back on itself.
*
* (non-Javadoc)
*
* #see android.view.View#onKeyDown(int, android.os.KeyEvent)
*/
#Override
public boolean onKeyDown(int keyCode, KeyEvent msg) {
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
if (mMode == READY | mMode == LOSE) {
/*
* At the beginning of the game, or the end of a previous one,
* we should start a new game.
*/
initNewGame();
setMode(RUNNING);
update();
return (true);
}
if (mMode == PAUSE) {
/*
* If the game is merely paused, we should just continue where
* we left off.
*/
setMode(RUNNING);
update();
return (true);
}
if (mDirection != SOUTH) {
mNextDirection = NORTH;
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
if (mDirection != NORTH) {
mNextDirection = SOUTH;
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
if (mDirection != EAST) {
mNextDirection = WEST;
}
return (true);
}
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
if (mDirection != WEST) {
mNextDirection = EAST;
}
return (true);
}
return super.onKeyDown(keyCode, msg);
}
public boolean onTouch (View v, MotionEvent event)
{
float x = event.getX();
float y = event.getY();
float height = this.getHeight();
float width = this.getWidth();
float slope = height/width;
// Only process DOWN action, so it responds as soon as the
// screen is touched.
if (event.getAction()==MotionEvent.ACTION_DOWN)
{
// Touch event UP
if ((y < slope*x) && (y < -slope*x + height)) {
if (mMode == READY | mMode == LOSE) {
// At the beginning of the game, or the end of a previous one,
// we should start a new game.
initNewGame();
setMode(RUNNING);
update();
return (true);
}
if (mMode == PAUSE) {
// If the game is merely paused, we should just continue where
// we left off.
setMode(RUNNING);
update();
return (true);
}
if (mDirection != SOUTH) {
mNextDirection = NORTH;
}
return (true);
}
// Touch event DOWN
if ((y > slope*x) && (y > -slope*x + height)) {
if (mDirection != NORTH) {
mNextDirection = SOUTH;
}
return (true);
}
// Touch event LEFT
if ((y > slope*x) && (y < (-slope*x + height))) {
if (mDirection != EAST) {
mNextDirection = WEST;
}
return (true);
}
// Touch event RIGHT
if ((y < slope*x) && (y > -slope*x + height)) {
if (mDirection != WEST) {
mNextDirection = EAST;
}
return (true);
}
}
return false;
}
/**
* Sets the TextView that will be used to give information (such as "Game
* Over" to the user.
*
* #param newView
*/
public void setTextView(TextView newView) {
mStatusText = newView;
}
/**
* Updates the current mode of the application (RUNNING or PAUSED or the
* like) as well as sets the visibility of textview for notification
*
* #param newMode
*/
public void setMode(int newMode) {
int oldMode = mMode;
mMode = newMode;
if (newMode == RUNNING & oldMode != RUNNING) {
mStatusText.setVisibility(View.INVISIBLE);
update();
return;
}
Resources res = getContext().getResources();
CharSequence str = "";
if (newMode == PAUSE) {
str = res.getText(R.string.mode_pause);
}
if (newMode == READY) {
str = res.getText(R.string.mode_ready);
}
if (newMode == LOSE) {
str = res.getString(R.string.mode_lose_prefix) + mScore
+ res.getString(R.string.mode_lose_suffix);
}
mStatusText.setText(str);
mStatusText.setVisibility(View.VISIBLE);
}
/**
* Selects a random location within the garden that is not currently covered
* by the snake. Currently _could_ go into an infinite loop if the snake
* currently fills the garden, but we'll leave discovery of this prize to a
* truly excellent snake-player.
*
*/
private void addRandomApple() {
Coordinate newCoord = null;
boolean found = false;
while (!found) {
// Choose a new location for our apple
int newX = 1 + RNG.nextInt(mXTileCount - 2);
int newY = 1 + RNG.nextInt(mYTileCount - 2);
newCoord = new Coordinate(newX, newY);
// Make sure it's not already under the snake
boolean collision = false;
int snakelength = mSnakeTrail.size();
for (int index = 0; index < snakelength; index++) {
if (mSnakeTrail.get(index).equals(newCoord)) {
collision = true;
}
}
// if we're here and there's been no collision, then we have
// a good location for an apple. Otherwise, we'll circle back
// and try again
found = !collision;
}
if (newCoord == null) {
Log.e(TAG, "Somehow ended up with a null newCoord!");
}
mAppleList.add(newCoord);
}
/**
* Handles the basic update loop, checking to see if we are in the running
* state, determining if a move should be made, updating the snake's
* location.
*/
public void update() {
if (mMode == RUNNING) {
long now = System.currentTimeMillis();
if (now - mLastMove > mMoveDelay) {
clearTiles();
updateWalls();
updateSnake();
updateApples();
mLastMove = now;
}
mRedrawHandler.sleep(mMoveDelay);
}
}
/**
* Draws some walls.
*
*/
private void updateWalls() {
for (int x = 0; x < mXTileCount; x++) {
setTile(GREEN_STAR, x, 0);
setTile(GREEN_STAR, x, mYTileCount - 1);
}
for (int y = 1; y < mYTileCount - 1; y++) {
setTile(GREEN_STAR, 0, y);
setTile(GREEN_STAR, mXTileCount - 1, y);
}
}
/**
* Draws some apples.
*
*/
private void updateApples() {
for (Coordinate c : mAppleList) {
setTile(YELLOW_STAR, c.x, c.y);
}
}
/**
* Figure out which way the snake is going, see if he's run into anything
* (the walls, himself, or an apple). If he's not going to die, we then add
* to the front and subtract from the rear in order to simulate motion. If
* we want to grow him, we don't subtract from the rear.
*
*/
private void updateSnake() {
boolean growSnake = false;
// grab the snake by the head
Coordinate head = mSnakeTrail.get(0);
Coordinate newHead = new Coordinate(1, 1);
mDirection = mNextDirection;
switch (mDirection) {
case EAST: {
newHead = new Coordinate(head.x + 1, head.y);
break;
}
case WEST: {
newHead = new Coordinate(head.x - 1, head.y);
break;
}
case NORTH: {
newHead = new Coordinate(head.x, head.y - 1);
break;
}
case SOUTH: {
newHead = new Coordinate(head.x, head.y + 1);
break;
}
}
// Collision detection
// For now we have a 1-square wall around the entire arena
if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
|| (newHead.y > mYTileCount - 2)) {
setMode(LOSE);
return;
}
// Look for collisions with itself
int snakelength = mSnakeTrail.size();
for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {
Coordinate c = mSnakeTrail.get(snakeindex);
if (c.equals(newHead)) {
setMode(LOSE);
return;
}
}
// Look for apples
int applecount = mAppleList.size();
for (int appleindex = 0; appleindex < applecount; appleindex++) {
Coordinate c = mAppleList.get(appleindex);
if (c.equals(newHead)) {
mAppleList.remove(c);
addRandomApple();
mScore++;
mMoveDelay *= 0.9;
growSnake = true;
}
}
// push a new head onto the ArrayList and pull off the tail
mSnakeTrail.add(0, newHead);
// except if we want the snake to grow
if (!growSnake) {
mSnakeTrail.remove(mSnakeTrail.size() - 1);
}
int index = 0;
for (Coordinate c : mSnakeTrail) {
if (index == 0) {
setTile(YELLOW_STAR, c.x, c.y);
} else {
setTile(RED_STAR, c.x, c.y);
}
index++;
}
}
/**
* Simple class containing two integer values and a comparison function.
* There's probably something I should use instead, but this was quick and
* easy to build.
*
*/
private class Coordinate {
public int x;
public int y;
public Coordinate(int newX, int newY) {
x = newX;
y = newY;
}
public boolean equals(Coordinate other) {
if (x == other.x && y == other.y) {
return true;
}
return false;
}
#Override
public String toString() {
return "Coordinate: [" + x + "," + y + "]";
}
}
}
tileview.java :
package com.example.bharatchamakuri.snakenewww;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.view.View;
/**
* TileView: a View-variant designed for handling arrays of "icons" or other
* drawables.
*
*/
class TileView extends View {
/**
* Parameters controlling the size of the tiles and their range within view.
* Width/Height are in pixels, and Drawables will be scaled to fit to these
* dimensions. X/Y Tile Counts are the number of tiles that will be drawn.
*/
protected static int mTileSize;
protected static int mXTileCount;
protected static int mYTileCount;
private static int mXOffset;
private static int mYOffset;
/**
* A hash that maps integer handles specified by the subclasser to the
* drawable that will be used for that reference
*/
private Bitmap[] mTileArray;
/**
* A two-dimensional array of integers in which the number represents the
* index of the tile that should be drawn at that locations
*/
private int[][] mTileGrid;
private final Paint mPaint = new Paint();
public TileView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
TypedArray a = context.obtainStyledAttributes(attrs,
R.styleable.TileView);
mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);
a.recycle();
}
public TileView(Context context, AttributeSet attrs) {
super(context, attrs);
TypedArray a = context.obtainStyledAttributes(attrs,
R.styleable.TileView);
mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);
a.recycle();
}
/**
* Rests the internal array of Bitmaps used for drawing tiles, and sets the
* maximum index of tiles to be inserted
*
* #param tilecount
*/
public void resetTiles(int tilecount) {
mTileArray = new Bitmap[tilecount];
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
mXTileCount = (int) Math.floor(w / mTileSize);
mYTileCount = (int) Math.floor(h / mTileSize);
mXOffset = ((w - (mTileSize * mXTileCount)) / 2);
mYOffset = ((h - (mTileSize * mYTileCount)) / 2);
mTileGrid = new int[mXTileCount][mYTileCount];
clearTiles();
}
/**
* Function to set the specified Drawable as the tile for a particular
* integer key.
*
* #param key
* #param tile
*/
public void loadTile(int key, Drawable tile) {
Bitmap bitmap = Bitmap.createBitmap(mTileSize, mTileSize,
Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
tile.setBounds(0, 0, mTileSize, mTileSize);
tile.draw(canvas);
mTileArray[key] = bitmap;
}
/**
* Resets all tiles to 0 (empty)
*
*/
public void clearTiles() {
for (int x = 0; x < mXTileCount; x++) {
for (int y = 0; y < mYTileCount; y++) {
setTile(0, x, y);
}
}
}
/**
* Used to indicate that a particular tile (set with loadTile and referenced
* by an integer) should be drawn at the given x/y coordinates during the
* next invalidate/draw cycle.
*
* #param tileindex
* #param x
* #param y
*/
public void setTile(int tileindex, int x, int y) {
mTileGrid[x][y] = tileindex;
}
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
for (int x = 0; x < mXTileCount; x += 1) {
for (int y = 0; y < mYTileCount; y += 1) {
if (mTileGrid[x][y] > 0) {
canvas.drawBitmap(mTileArray[mTileGrid[x][y]], mXOffset + x
* mTileSize, mYOffset + y * mTileSize, mPaint);
}
}
}
}
}
and the logcat :
> 11-13 00:38:43.336 29231-29231/com.example.bharatchamakuri.snakefinal
> E/AndroidRuntime﹕ FATAL EXCEPTION: main
> Process: com.example.bharatchamakuri.snakefinal, PID: 29231
> java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.bharatchamakuri.snakefinal/com.example.bharatchamakuri.snakefinal.Snake}:
> android.view.InflateException: Binary XML file line #5: Error
> inflating class com.example.android.snake.SnakeView
> at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2338)
> at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2390)
> at android.app.ActivityThread.access$800(ActivityThread.java:151)
> at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1321)
> at android.os.Handler.dispatchMessage(Handler.java:110)
> at android.os.Looper.loop(Looper.java:193)
> at android.app.ActivityThread.main(ActivityThread.java:5292)
> at java.lang.reflect.Method.invokeNative(Native Method)
> at java.lang.reflect.Method.invoke(Method.java:515)
> at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:824)
> at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:640)
> at de.robv.android.xposed.XposedBridge.main(XposedBridge.java:132)
> at dalvik.system.NativeStart.main(Native Method)
> Caused by: android.view.InflateException: Binary XML file line #5: Error inflating class com.example.android.snake.SnakeView
> at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:707)
> at android.view.LayoutInflater.rInflate(LayoutInflater.java:755)
> at android.view.LayoutInflater.inflate(LayoutInflater.java:492)
> at de.robv.android.xposed.XposedBridge.invokeOriginalMethodNative(Native
> Method)
> at de.robv.android.xposed.XposedBridge.handleHookedMethod(XposedBridge.java:631)
> at android.view.LayoutInflater.inflate(Native Method)
> at android.view.LayoutInflater.inflate(LayoutInflater.java:397)
> at android.view.LayoutInflater.inflate(LayoutInflater.java:353)
> at com.android.internal.policy.impl.PhoneWindow.setContentView(PhoneWindow.java:305)
> at android.app.Activity.setContentView(Activity.java:1944)
> at com.example.bharatchamakuri.snakefinal.Snake.onCreate(Snake.java:55)
> at android.app.Activity.performCreate(Activity.java:5264)
> at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1088)
> at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2302)
> at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2390)
> at android.app.ActivityThread.access$800(ActivityThread.java:151)
> at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1321)
> at android.os.Handler.dispatchMessage(Handler.java:110)
> at android.os.Looper.loop(Looper.java:193)
> at android.app.ActivityThread.main(ActivityThread.java:5292)
> at java.lang.reflect.Method.invokeNative(Native Method)
> at java.lang.reflect.Method.invoke(Method.java:515)
> at
The error says "Error inflating class com.example.android.snake.SnakeView" but your SnakeView class is "com.example.bharatchamakuri.snakefinal.SnakeView". Those are different, which is why it can't load the class.
Did you forget to change the name of the SnakeView class in your layout file perhaps?
I tried to make a single ball bouncing to dynamic ball bouncing . Eg: here the number of circles is 50.
But I am getting error while trying to make the circles dynamic (Model) .How do I make it work and make the model/circle dynamic.In this case 50 circles ? I really appreciate any help. Thanks in Advance.
package com.stuffthathappens.games;
import static android.hardware.SensorManager.DATA_X;
import static android.hardware.SensorManager.DATA_Y;
import static android.hardware.SensorManager.SENSOR_ACCELEROMETER;
import static android.hardware.SensorManager.SENSOR_DELAY_GAME;
import java.util.concurrent.TimeUnit;
import android.app.Activity;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.hardware.SensorListener;
import android.hardware.SensorManager;
import android.os.Bundle;
import android.os.Vibrator;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.SurfaceHolder.Callback;
/**
* This activity shows a ball that bounces around. The phone's
* accelerometer acts as gravity on the ball. When the ball hits
* the edge, it bounces back and triggers the phone vibrator.
*/
#SuppressWarnings("deprecation")
public class BouncingBallActivity extends Activity implements Callback, SensorListener {
private static final int BALL_RADIUS =20;
private SurfaceView surface;
private SurfaceHolder holder;
private GameLoop gameLoop;
private Paint backgroundPaint;
private Paint ballPaint;
private SensorManager sensorMgr;
private long lastSensorUpdate = -1;
private Paint ballPaintyellow;
private BouncingBallModel[] model;
int Totalcircles=50;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.bouncing_ball);
for (int i = 0; i < Totalcircles; i++) {
model[i] = new BouncingBallModel(BALL_RADIUS);
}
surface = (SurfaceView) findViewById(R.id.bouncing_ball_surface);
holder = surface.getHolder();
surface.getHolder().addCallback(this);
backgroundPaint = new Paint();
backgroundPaint.setColor(Color.WHITE);
ballPaint = new Paint();
ballPaint.setColor(Color.BLUE);
ballPaint.setAntiAlias(true);
ballPaintyellow = new Paint();
ballPaintyellow.setColor(Color.YELLOW);
ballPaintyellow.setAntiAlias(true);
}
#Override
protected void onPause() {
super.onPause();
for (int i = 0; i < Totalcircles; i++) {
model[i].setVibrator(null);
}
sensorMgr.unregisterListener(this, SENSOR_ACCELEROMETER);
sensorMgr = null;
for (int i = 0; i < Totalcircles; i++) {
model[i].setAccel(0, 0);
}
}
#Override
protected void onResume() {
super.onResume();
sensorMgr = (SensorManager) getSystemService(SENSOR_SERVICE);
boolean accelSupported = sensorMgr.registerListener(this,
SENSOR_ACCELEROMETER,
SENSOR_DELAY_GAME);
if (!accelSupported) {
// on accelerometer on this device
sensorMgr.unregisterListener(this, SENSOR_ACCELEROMETER);
// TODO show an error
}
// NOTE 1: you cannot get system services before onCreate()
// NOTE 2: AndroidManifest.xml must contain this line:
// <uses-permission android:name="android.permission.VIBRATE"/>
Vibrator vibrator = (Vibrator) getSystemService(Activity.VIBRATOR_SERVICE);
for (int i = 0; i < Totalcircles; i++) {
model[i].setVibrator(vibrator);
}
}
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
for (int i = 0; i < Totalcircles; i++) {
model[i].setSize(width, height);
}
}
public void surfaceCreated(SurfaceHolder holder) {
gameLoop = new GameLoop();
gameLoop.start();
}
private void draw() {
// thread safety - the SurfaceView could go away while we are drawing
Canvas c = null;
try {
// NOTE: in the LunarLander they don't have any synchronization here,
// so I guess this is OK. It will return null if the holder is not ready
c = holder.lockCanvas();
// this needs to synchronize on something
if (c != null) {
doDraw(c);
}
} finally {
if (c != null) {
holder.unlockCanvasAndPost(c);
}
}
}
private void doDraw(Canvas c) {
int width = c.getWidth();
int height = c.getHeight();
c.drawRect(0, 0, width, height, backgroundPaint);
///
float ballX[]=new float[50], ballY[]=new float[50];
for (int i = 0; i < Totalcircles; i++) {
synchronized (model[i].LOCK) {
ballX[i] = model[i].ballPixelX;
ballY[i] = model[i].ballPixelY;
}
}
//
for (int i = 0; i < Totalcircles; i++) {
c.drawCircle(ballX[i], ballY[i], BALL_RADIUS, ballPaint);
}
}
public void surfaceDestroyed(SurfaceHolder holder) {
try {
for (int i = 0; i < Totalcircles; i++) {
model[i].setSize(0,0);
}
gameLoop.safeStop();
} finally {
gameLoop = null;
}
}
private class GameLoop extends Thread {
private volatile boolean running = true;
public void run() {
while (running) {
try {
// don't like this hardcoding
TimeUnit.MILLISECONDS.sleep(5);
draw();
for (int i = 0; i < Totalcircles; i++) {
model[i].updatePhysics();
}
} catch (InterruptedException ie) {
running = false;
}
}
}
public void safeStop() {
running = false;
interrupt();
}
}
public void onAccuracyChanged(int sensor, int accuracy) {
}
public void onSensorChanged(int sensor, float[] values) {
if (sensor == SENSOR_ACCELEROMETER) {
long curTime = System.currentTimeMillis();
// only allow one update every 50ms, otherwise updates
// come way too fast
if (lastSensorUpdate == -1 || (curTime - lastSensorUpdate) > 50) {
lastSensorUpdate = curTime;
for (int i = 0; i < Totalcircles; i++) {
model[i].setAccel(values[DATA_X], values[DATA_Y]);
}
}
}
}
}
model.java
package com.stuffthathappens.games;
import java.util.concurrent.atomic.AtomicReference;
import android.os.Vibrator;
/**
* This data model tracks the width and height of the playing field along
* with the current position of a ball.
*/
public class BouncingBallModel {
// the ball speed is meters / second. When we draw to the screen,
// 1 pixel represents 1 meter. That ends up too slow, so multiply
// by this number. Bigger numbers speeds things up.
private final float pixelsPerMeter = 10;
private final int ballRadius;
// these are public, so make sure you synchronize on LOCK
// when reading these. I made them public since you need to
// get both X and Y in pairs, and this is more efficient than
// getter methods. With two getters, you'd still need to
// synchronize.
public float ballPixelX, ballPixelY;
private int pixelWidth, pixelHeight;
// values are in meters/second
private float velocityX, velocityY;
// typical values range from -10...10, but could be higher or lower if
// the user moves the phone rapidly
private float accelX, accelY;
/**
* When the ball hits an edge, multiply the velocity by the rebound.
* A value of 1.0 means the ball bounces with 100% efficiency. Lower
* numbers simulate balls that don't bounce very much.
*/
private static final float rebound = 0.8f;
// if the ball bounces and the velocity is less than this constant,
// stop bouncing.
private static final float STOP_BOUNCING_VELOCITY = 2f;
private volatile long lastTimeMs = -1;
public final Object LOCK = new Object();
private AtomicReference<Vibrator> vibratorRef =
new AtomicReference<Vibrator>();
public BouncingBallModel(int ballRadius) {
this.ballRadius = ballRadius;
}
public void setAccel(float ax, float ay) {
synchronized (LOCK) {
this.accelX = ax;
this.accelY = ay;
}
}
public void setSize(int width, int height) {
synchronized (LOCK) {
this.pixelWidth = width;
this.pixelHeight = height;
}
}
public int getBallRadius() {
return ballRadius;
}
/**
* Call this to move the ball to a particular location on the screen. This
* resets the velocity to zero, but the acceleration doesn't change so
* the ball should start falling shortly.
*/
public void moveBall(int ballX, int ballY) {
synchronized (LOCK) {
this.ballPixelX = ballX;
this.ballPixelY = ballY;
velocityX = 0;
velocityY = 0;
}
}
public void updatePhysics() {
// copy everything to local vars (hence the 'l' prefix)
float lWidth, lHeight, lBallX, lBallY, lAx, lAy, lVx, lVy;
synchronized (LOCK) {
lWidth = pixelWidth;
lHeight = pixelHeight;
lBallX = ballPixelX;
lBallY = ballPixelY;
lVx = velocityX;
lVy = velocityY;
lAx = accelX;
lAy = -accelY;
}
if (lWidth <= 0 || lHeight <= 0) {
// invalid width and height, nothing to do until the GUI comes up
return;
}
long curTime = System.currentTimeMillis();
if (lastTimeMs < 0) {
lastTimeMs = curTime;
return;
}
long elapsedMs = curTime - lastTimeMs;
lastTimeMs = curTime;
// update the velocity
// (divide by 1000 to convert ms to seconds)
// end result is meters / second
lVx += ((elapsedMs * lAx) / 1000) * pixelsPerMeter;
lVy += ((elapsedMs * lAy) / 1000) * pixelsPerMeter;
// update the position
// (velocity is meters/sec, so divide by 1000 again)
lBallX += ((lVx * elapsedMs) / 1000) * pixelsPerMeter;
lBallY += ((lVy * elapsedMs) / 1000) * pixelsPerMeter;
boolean bouncedX = false;
boolean bouncedY = false;
if (lBallY - ballRadius < 0) {
lBallY = ballRadius;
lVy = -lVy * rebound;
bouncedY = true;
} else if (lBallY + ballRadius > lHeight) {
lBallY = lHeight - ballRadius;
lVy = -lVy * rebound;
bouncedY = true;
}
if (bouncedY && Math.abs(lVy) < STOP_BOUNCING_VELOCITY) {
lVy = 0;
bouncedY = false;
}
if (lBallX - ballRadius < 0) {
lBallX = ballRadius;
lVx = -lVx * rebound;
bouncedX = true;
} else if (lBallX + ballRadius > lWidth) {
lBallX = lWidth - ballRadius;
lVx = -lVx * rebound;
bouncedX = true;
}
if (bouncedX && Math.abs(lVx) < STOP_BOUNCING_VELOCITY) {
lVx = 0;
bouncedX = false;
}
// safely copy local vars back to object fields
synchronized (LOCK) {
ballPixelX = lBallX;
ballPixelY = lBallY;
velocityX = lVx;
velocityY = lVy;
}
if (bouncedX || bouncedY) {
Vibrator v = vibratorRef.get();
if (v != null) {
v.vibrate(20L);
}
}
}
public void setVibrator(Vibrator v) {
vibratorRef.set(v);
}
}
Logcat error:
FATAL EXCEPTION: main
java.lang.RuntimeException: Unable to start activity ComponentInfo{com.stuffthathappens.games/com.stuffthathappens.games.BouncingBallActivity}: java.lang.NullPointerException
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2194)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2229)
at android.app.ActivityThread.access$600(ActivityThread.java:139)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1261)
at android.os.Handler.dispatchMessage(Handler.java:99)
at android.os.Looper.loop(Looper.java:154)
at android.app.ActivityThread.main(ActivityThread.java:4945)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:511)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:784)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:551)
at dalvik.system.NativeStart.main(Native Method)
Caused by: java.lang.NullPointerException
at com.stuffthathappens.games.BouncingBallActivity.onCreate(BouncingBallActivity.java:52)
at android.app.Activity.performCreate(Activity.java:4531)
at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1071)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2150)
You can declare you array like this:
private BouncingBallModel[] model = new BouncingBallModel[50];
like the following
How do I declare and initialize an array in Java?
As this seems to be a recurring topic on 'the stack', I am going to reinforce my problem as something not covered. What has been covered is 2D tile collision for platform games etc., but with the way I have made my game, there are no tiles. I am also using no extra libraries, everything is written by my own hand.
What I have is bounding Rect's for every object in the game. So far there are only two object classes in use, Platform and Entity. Entity contains all the stuff for player movement etc. while Platform is for a solid non-moving platform.
Platform.java:
package com.toongames.game.objects;
import android.graphics.Color;
import android.graphics.Rect;
import com.toongames.framework.Graphics;
public class Platform {
private int x, y;
private int width, height;
public Platform(int par1, int par2, int par3, int par4) {
x = par1;
y = par2;
width = par3;
height = par4;
}
public Rect getBounds() {
return new Rect(x, y, x + width, y + height);
}
}
Entity.java:
package com.toongames.game.entity;
import android.graphics.Color;
import android.graphics.Point;
import android.graphics.Rect;
import com.toongames.framework.Graphics;
import com.toongames.framework.Image;
public class Entity {
public final float GRAVITY = 0.1F;
private String entityID;
private Point pos;
private int dx;
private float vel;
public Point desiredPos;
public boolean onGround;
public Entity(String par0String, int par1, int par2) {
entityID = par0String;
pos = new Point(par1, par2);
desiredPos = pos;
dx = 0;
vel = 0;
}
public void update(float deltaTime) {
vel = vel + (GRAVITY * deltaTime);
pos.y += (vel * deltaTime);
pos.x += dx;
}
public void setDx(int par1) {
dx = par1;
}
public int getDx() {
return dx;
}
public void setVelocity(int par1) {
vel = par1;
}
public float getVelocity() {
return vel;
}
public void setPos() {
pos = desiredPos;
}
public Rect getBounds() {
return new Rect(desiredPos.x, desiredPos.y, desiredPos.x + 80, desiredPos.y + 80);
}
}
I have successfully made the player collide with things both up and down, but I cannot for the life of me manage to make the player collide right and left. Whenever I collide with a platform while moving left or right, I just jump to the top of the platform I collided with.
I know it has something to do with my logic, but I cannot figure out the correct logic to use.
ScreenGame.java:
package com.toongames.game.screen;
// Imports here...
public class ScreenGame extends Screen {
private Entity player;
private Button left, right, jump;
private Platform floor, p, p2, p3;
private ArrayList<Platform> platforms;
public ScreenGame(Game game) {
super(game);
player = new Entity("PLAYER", 300, 100, Assets.charRight);
left = new Button(Assets.move_left, 10, 790 - Assets.move_left.getHeight(), Assets.move_left.getWidth(), Assets.move_left.getHeight());
right = new Button(Assets.move_right, 20 + Assets.move_left.getWidth(), 790 - Assets.move_right.getHeight(), Assets.move_right.getWidth(), Assets.move_right.getHeight());
jump = new Button(Assets.jump, 1270 - Assets.jump.getWidth(), 790 - Assets.jump.getHeight(), Assets.jump.getWidth(), Assets.jump.getHeight());
floor = new Platform(0, 790, 1280, 80);
p = new Platform(1280 - 500, 500, 400, 80);
p2 = new Platform(0, 200, 400, 80);
p3 = new Platform(400, 120, 200, 80);
platforms = new ArrayList<Platform>();
platforms.add(floor);
platforms.add(p);
platforms.add(p2);
platforms.add(p3);
}
// An update method calls these
public void updateMovement(float deltaTime) {
List<TouchEvent> touchEvents = game.getInput().getTouchEvents();
int len = touchEvents.size();
for (int i = 0; i < len; i++) {
TouchEvent event = touchEvents.get(i);
if (event.type == TouchEvent.TOUCH_DOWN) {
if (inBounds(left.getBounds(), event)) {
player.setDx((int) -(deltaTime * 1.5F));
} else if (inBounds(right.getBounds(), event)) {
player.setDx((int) deltaTime * 2);
} else if (inBounds(jump.getBounds(), event)) {
if (player.onGround) {
player.setVelocity(-8);
}
}
} else if (event.type == TouchEvent.TOUCH_DRAGGED) {
if (inBounds(left.getBounds(), event)) {
player.setDx((int) -deltaTime * 2);
} else if (inBounds(right.getBounds(), event)) {
player.setDx((int) deltaTime * 2);
} else if (inBounds(jump.getBounds(), event)) {
if (player.onGround) {
player.setVelocity(-8);
}
} else {
player.setDx(0);
player.jumpCounter = 0;
}
} else if (event.type == TouchEvent.TOUCH_UP) {
player.setDx(0);
player.jumpCounter = 0;
}
}
}
// An update method calls these
public void updateGameObjects(float deltaTime) {
for (Platform p : platforms)
p.update();
player.update(deltaTime);
}
// An update method calls these
public void checkCollisions() {
Rect playerRect = player.getBounds();
for (Platform p : platforms) {
Rect pRect = p.getBounds();
if (Rect.intersects(playerRect, pRect)) {
Rect intersection = playerRect;
intersection.intersect(pRect);
if (player.getVelocity() != player.GRAVITY) {
int resolutionHeight;
if (player.getVelocity() < player.GRAVITY)
resolutionHeight = intersection.height();
else {
resolutionHeight = -intersection.height();
player.onGround = true;
}
player.setVelocity(0);
player.desiredPos = new Point(player.desiredPos.x, player.desiredPos.y + resolutionHeight);
}
}
}
player.setPos();
}
}
As an extra note, I have cut out some of the unnecessary code to do with images for the entity and entity health etc.. Also I have cut out empty methods and stuff like that that have no relevance what so ever.
[EDIT] Cut out most of the drawing code and imports. All the absolutely necessary stuff is there now.
player.desiredPos = new Point(player.desiredPos.x, player.desiredPos.y + resolutionHeight);
isn't this "move above, never right/left?"
I think your Rect.intersects method should return one of { NONE, LEFT, RIGHT, UP, DOWN } indicating in which direction the collision occured. So you can react to the collision in the right direction...
I'm developing a game which includes sprites.
currently I'm loading a bitmap and using Rectangle to get the right frame from the bitmap.
the problem is loading bitmaps takes too much memory and I wont be able to load several sprites at the same time.
what are my alternatives for doing sprite in Android?
Try this one:
import org.cocos2d.layers.CCLayer;
public class GameLayer extends CCLayer{
CCSprite mSprite;
protected GameLayer() {
super();
CGSize winSize = CCDirector.sharedDirector().winSize();
mSprite = new CCSprite("image.png");
mSprite.setPosition(CGPoint.ccp(mSprite.getContentSize().width/2.0f, mSprite.getContentSize().height/2.0f));
addChild(mSprite);
}
/* It is Sprite class */
import android.graphics.*;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Rect;
public class Sprite {
int x;
private int y;
private boolean visibility = true;
private Bitmap sprite;
private int verticalFrame,horizontalFrame;
private int frameWidth,frameHeight;
private int sequence[] = new int[1];
private int maxFrame = 0;
private int currentFrame;
private int color;
private Rect src;
private Rect dest;
private int frameCount;
private Paint p = new Paint();
private int spInitX,spInitY;
private int rotate = 0;
private float currentRotateAngle = 0;
//private Graphics g;
public float velocityY;
public float velocityX;
public int height;
public Sprite(Bitmap sprite){
this.sprite = sprite;
this.frameWidth = sprite.getWidth();
this.frameHeight = sprite.getHeight();
setFrameCount();
}
public Sprite(Bitmap sprite,int frameWidth,int frameHeight){
this.sprite = sprite;
this.frameWidth = frameWidth;
this.frameHeight = frameHeight;
setFrameCount();
}
public void rotate(float angle){
currentRotateAngle = angle;
}
public void setImage(Bitmap bm,int frameWidth,int frameHeight){
this.sprite = bm;
this.frameWidth = frameWidth;
this.frameHeight = frameHeight;
}
public Bitmap getBitmap(){
return sprite;
}
public void paint(Canvas canvas){
dest.offsetTo(getX(), getY());
// g.drawImage(sprite, x, y,src.left,src.top,frameWidth,frameHeight);
canvas.drawBitmap(sprite, src, dest, null);
}
public int getMaxFrame(){
return maxFrame;
}
public int getFrameSequenceLength(){
return sequence.length;
}
public void setFrameSequence(int seq[]){
sequence = seq;
}
public void previousFrame(){
if(sequence.length > 1){
if(frameCount > 0){
setFrame(sequence[frameCount]);
frameCount--;
}else{
frameCount = sequence.length - 1;
setFrame(sequence[frameCount]);
}
}else{
setFrame(frameCount);
if(frameCount > 0){
frameCount++;
}else{
frameCount = maxFrame - 1;
}
}
}
public void setPixel(int x,int y){
spInitX = x;
spInitY = y;
}
public void nextFrame(){
if(sequence.length > 1){
if(frameCount < sequence.length){
setFrame(sequence[frameCount]);
frameCount++;
}else{
frameCount = 0;
setFrame(sequence[frameCount]);
}
}else{
setFrame(frameCount);
if(frameCount < maxFrame){
frameCount++;
}else{
frameCount = 0;
}
}
}
public int getFrame(){
return currentFrame;
}
public void setPosition(int x,int y){
this.x = x;
this.y = y;
}
public void setFrameCount(){
verticalFrame = sprite.getHeight() / frameHeight;
horizontalFrame = sprite.getWidth() / frameWidth;
src = new Rect(0,0,frameWidth,frameHeight);
dest = new Rect(0,0,frameWidth,frameHeight);
maxFrame = verticalFrame * horizontalFrame;
}
public void setFrame(int frame){
if(frame < maxFrame){
currentFrame = frame;
}
int hf = currentFrame % horizontalFrame;
int vf = currentFrame / horizontalFrame;
src.left = hf * frameWidth;
src.right = src.left + frameWidth;
src.top = vf * frameHeight;
src.bottom = src.top + frameHeight;
}
public boolean collidesWith(Sprite sp,boolean cl){
int maxHGap = (getWidth() + sp.getWidth())/2;
int maxVGap = (getHeight() + sp.getHeight())/2;
int x = getX() + getWidth()/2;
int y = getY() + getHeight()/2;
int x1 = sp.getX() + sp.getWidth()/2;
int y1 = sp.getY() + sp.getHeight()/2;
if(Math.abs(x - x1) < maxHGap && Math.abs(y - y1) < maxVGap){
return true;
}
return false;
}
public void setVisible(boolean v){
visibility = v;
}
public final boolean isVisible(){
return visibility;
}
public int getX(){
return x;
}
public int getY(){
return y;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void move(int moveX,int moveY){
setX(getX()+moveX);
setY(getY()+moveY);
//this.y+=y;
//this.x+=x;
}
public final int getWidth(){
return frameWidth;
}
public final int getHeight(){
return frameHeight;
}
public void setEventY(int i) {
// TODO Auto-generated method stub
}
public int getEventY() {
// TODO Auto-generated method stub
return 0;
}
}
/*Create Main Thread Class Also */
import java.text.DecimalFormat;
import android.graphics.Canvas;
import android.util.Log;
import android.view.SurfaceHolder;
public class MainThread extends Thread {
boolean isPaused;
private static final String TAG = MainThread.class.getSimpleName();
// desired fps
private final static int MAX_FPS = 50;
// maximum number of frames to be skipped
private final static int MAX_FRAME_SKIPS = 5;
// the frame period
private final static int FRAME_PERIOD = 1000 / MAX_FPS;
/* Stuff for stats */
private DecimalFormat df = new DecimalFormat("0.##"); // 2 dp
// we'll be reading the stats every second
private final static int STAT_INTERVAL = 1000; // ms
// the average will be calculated by storing
// the last n FPSs
private final static int FPS_HISTORY_NR = 10;
// last time the status was stored
private long lastStatusStore = 0;
// the status time counter
private long statusIntervalTimer = 0l;
// number of frames skipped since the game started
private long totalFramesSkipped = 0l;
// number of frames skipped in a store cycle (1 sec)
private long framesSkippedPerStatCycle = 0l;
// number of rendered frames in an interval
private int frameCountPerStatCycle = 0;
private long totalFrameCount = 0l;
// the last FPS values
private double fpsStore[];
// the number of times the stat has been read
private long statsCount = 0;
// the average FPS since the game started
private double averageFps = 0.0;
// Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
// The actual view that handles inputs
// and draws to the surface
private GameView gv;
// flag to hold game state
private boolean running;
public void setRunning(boolean running) {
this.running = running;
}
public MainThread(SurfaceHolder surfaceHolder, GameView gv) {
super();
this.surfaceHolder = surfaceHolder;
this.gv = gv;
}
public MainThread(Setting setting) {
// TODO Auto-generated constructor stub
}
public void setPause(int i) {
synchronized (gv.getHolder()) {
if (i == 0) {
isPaused = false;
}
if (i == 1) {
isPaused = true;
}
}
}
#Override
public void run() {
Canvas canvas;
Log.d(TAG, "Starting game loop");
initTimingElements();
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
sleepTime = 0;
while (running) {
canvas = null;
// try locking the canvas for exclusive pixel editing
// in the surface
try {
canvas = this.surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
// update game state
this.gv.update();
// render state to the screen
// draws the canvas on the panel
this.gv.render(canvas);
// calculate how long did the cycle take
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int) (FRAME_PERIOD - timeDiff);
if (sleepTime > 0) {
// if sleepTime > 0 we're OK
try {
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
// we need to catch up
this.gv.update(); // update without rendering
sleepTime += FRAME_PERIOD; // add frame period to check
// if in next frame
framesSkipped++;
}
if (framesSkipped > 0) {
Log.d(TAG, "Skipped:" + framesSkipped);
}
// for statistics
framesSkippedPerStatCycle += framesSkipped;
// calling the routine to store the gathered statistics
storeStats();
}
} catch (InterruptedException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
} finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
private void storeStats() {
frameCountPerStatCycle++;
totalFrameCount++;
// assuming that the sleep works each call to storeStats
// happens at 1000/FPS so we just add it up
// statusIntervalTimer += FRAME_PERIOD;
// check the actual time
statusIntervalTimer += (System.currentTimeMillis() - statusIntervalTimer);
if (statusIntervalTimer >= lastStatusStore + STAT_INTERVAL) {
// calculate the actual frames pers status check interval
double actualFps = (double) (frameCountPerStatCycle / (STAT_INTERVAL / 1000));
// stores the latest fps in the array
fpsStore[(int) statsCount % FPS_HISTORY_NR] = actualFps;
// increase the number of times statistics was calculated
statsCount++;
double totalFps = 0.0;
// sum up the stored fps values
for (int i = 0; i < FPS_HISTORY_NR; i++) {
totalFps += fpsStore[i];
}
// obtain the average
if (statsCount < FPS_HISTORY_NR) {
// in case of the first 10 triggers
averageFps = totalFps / statsCount;
} else {
averageFps = totalFps / FPS_HISTORY_NR;
}
// saving the number of total frames skipped
totalFramesSkipped += framesSkippedPerStatCycle;
// resetting the counters after a status record (1 sec)
framesSkippedPerStatCycle = 0;
statusIntervalTimer = 0;
frameCountPerStatCycle = 0;
statusIntervalTimer = System.currentTimeMillis();
lastStatusStore = statusIntervalTimer;
// Log.d(TAG, "Average FPS:" + df.format(averageFps));
gv.setAvgFps("FPS: " + df.format(averageFps));
}
}
private void initTimingElements() {
// initialise timing elements
fpsStore = new double[FPS_HISTORY_NR];
for (int i = 0; i < FPS_HISTORY_NR; i++) {
fpsStore[i] = 0.0;
}
Log.d(TAG + ".initTimingElements()",
"Timing elements for stats initialised");
}
}