delaye canvas update using Timer Class - android

I created a view type-class in which onDraw() method i am drawing some boxes. The thing in which i am not getting succeed is that, i want to disappear these boxes after 3-5 second. For this i am using timer and timerTask. In TimerTask i am overriding the method run() which changes the color of Paint object to white. The background color is also white so it will give the effect that boxes are erased. Can you guys help me out??
public class PlayView extends View
{
private float width,height;
private int touchatX, touchatY;
private boolean isanyBox, clearCanvas;
private Point points[];
private Paint box;
Timer timer;
TimerTask task;
// Set the number of points to be generated so we print that number of boxes on the board
public void nPoints(int n)
{
points = new Point[n];
box = new Paint();
box.setColor(Color.BLUE);
}
public void init()
{
isanyBox = false;
clearCanvas = true;
timer = new Timer();
task = new TimerTask()
{
#Override
public void run()
{
box.setColor(Color.WHITE);
}
};
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh)
{
// TODO Auto-generated method stub
width = w/6f;
height = h/6f;
Log.d("playview", getWidth()+" "+getHeight());
super.onSizeChanged(w, h, oldw, oldh);
}
public PlayView(Context context)
{
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
init();
}
// Randomly generate the points and draw boxes on these points
public void generatePoints(int np)
{
Time sec = new Time();
Random random_Xpoints = new Random();
Random random_Ypoints = new Random();
random_Xpoints.setSeed(sec.second);
random_Ypoints.setSeed(sec.second);
nPoints(np); // set the number of points to be generated
for(int i=0; i<np; i++)
{
points[i] = new Point();
points[i].setX( ((random_Xpoints.nextInt(getWidth())/(int)width)*(int)width));
points[i].setY( ((random_Ypoints.nextInt(getHeight())/(int)height)*(int)height));
Log.d("Point "+1, points[i].getX()+" "+points[i].getY());
}
}
#Override
public boolean onTouchEvent(MotionEvent event)
{
// TODO Auto-generated method stub
invalidate();
isanyBox = true;
touchatX = (int) ((int) (event.getX()/width)*width);
touchatY = (int) ((int) (event.getY()/height)*height);
Log.d("onTouchEvent", event.getX()+" "+event.getY()+" "+touchatX+" "+touchatY);
invalidate();
return super.onTouchEvent(event);
}
public void onDraw(Canvas canvas)
{
Paint lineColor = new Paint();
lineColor.setColor(Color.BLACK);
//Box property
Paint boxColor = new Paint();
boxColor.setColor(Color.BLUE);
//Draw horizontal lines
for(int i=0; i<6; i++)
{
canvas.drawLine(0, i*height, getWidth(), i*height, lineColor);
}
//Draw vertical lines
for(int j=0; j<6; j++)
{
canvas.drawLine(j*width, 0, j*width, getHeight(), lineColor);
}
if(isanyBox)
{
canvas.drawRect(touchatX+2, touchatY+2, touchatX+width-1, touchatY+height-2, boxColor);
}
generatePoints(5);
for(int j=0; j<5; j++)
{
canvas.drawRect(points[j].getX()+2, points[j].getY()+2, points[j].getX()+width-1, points[j].getY()+height-2, box);
Log.d("BoxColor", ""+box);
}
if(clearCanvas)
{
timer.schedule(task, 3000);
clearCanvas = false;
invalidate();
}
}
}

call invalidate(); after changing the color. This will force the system to call onDraw() again.
#Override
public void run()
{
box.setColor(Color.WHITE);
invalidate();
}
edit:
I've never liked timers and now I now why, that's why and also for some reason the Android team suggests people not to use them as it can be read here: http://developer.android.com/reference/java/util/Timer.html
because you're on a class that extends View, you should just call postDelayed();
if(clearCanvas)
{
clearCanvas = false;
postDelayed(new Runnable{
#Override
public void run(){
box.setColor(Color.WHITE);
invalidate();
}
}, 3000);
}

Related

android updating view from a thread. Only the original thread that created the view can touch its views.

I know this may seem like a noob question but I've tried everything. I want to animate a number incrementing. So I set up a view. I made a thread inside the view that loops a certain amount of times. In the loop I call Thread.sleep and then I increment a number. However I'm not sure how to call the invalidate() method to update the view each time it goes through the loop. I've tried a callback but that isn't working. Your help would be appreciated. What I'm trying to increment is the 'centerText' which is drawn using textPaint
public class GameView extends View {
private int backgroundColor;
private int circleColor;
private int radiusFactor;
private Paint circlePaint;
private Paint textPaint;
private Paint text2Paint;
private Paint text3Paint;
private String topMessage;
private String bottomMessage;
private String topMessage2;
private String bottomMessage2;
private String centerText;
private boolean isRunning = false;
private int FPS = 60;
public interface animateThread{
public void updateUI(String text);
}
private animateThread threadCheck = new animateThread(){
#Override
public void updateUI(String text) {
centerText="text";
invalidate();
}
};
public GameView(Context context) {
super(context);
backgroundColor = Color.parseColor("#FF4000");
circleColor = Color.parseColor("#B40404");
radiusFactor = 4;
centerText="?";
circlePaint = new Paint();
circlePaint.setAntiAlias(true);
circlePaint.setColor(circleColor);
textPaint = new Paint();
textPaint.setAntiAlias(true);
textPaint.setColor(Color.WHITE);
textPaint.setTextAlign(Paint.Align.CENTER);
text2Paint = new Paint();
text2Paint.setAntiAlias(true);
text2Paint.setColor(Color.BLACK);
text2Paint.setTextAlign(Paint.Align.CENTER);
text3Paint = new Paint();
text3Paint.setAntiAlias(true);
text3Paint.setColor(Color.BLACK);
text3Paint.setTextAlign(Paint.Align.CENTER);
topMessage = "One in a";
topMessage2="Hundred?";
bottomMessage="Click the Circle";
bottomMessage2="To find out";
}
#Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
break;
case MotionEvent.ACTION_UP:
break;
case MotionEvent.ACTION_MOVE:
break;
}
if(!isRunning) startAnimation(threadCheck);
return true;
}
#Override
protected void onDraw(Canvas canvas) {
setBackgroundColor(backgroundColor);
textPaint.setTextSize(getWidth()/4);
text2Paint.setTextSize(getWidth()/6);
text3Paint.setTextSize(getWidth()/8);
canvas.drawCircle(getWidth()/2, getHeight()/2,getWidth()/radiusFactor,
circlePaint);
canvas.drawText(centerText, getWidth()/2, getHeight()/2-
((textPaint.descent()+textPaint.ascent())/2), textPaint);
canvas.drawText(topMessage, getWidth()/2, ((getHeight()/2-
getWidth()/radiusFactor)/2+((text2Paint.descent()+text2Paint.ascent())/2)),
text2Paint);
canvas.drawText(topMessage2, getWidth()/2, (getHeight()/2-
getWidth()/radiusFactor)/2-((text2Paint.descent()+text2Paint.ascent())),
text2Paint);
canvas.drawText(bottomMessage, getWidth()/2, getHeight()*4/5+
((text3Paint.descent()+text3Paint.ascent())/2), text3Paint);
canvas.drawText(bottomMessage2, getWidth()/2, getHeight()*4/5-
((text3Paint.descent()+text3Paint.ascent())), text3Paint);
}
public void startAnimation(final animateThread mCallback) {
Thread animate = new Thread(new Runnable(){
#Override
public void run() {
isRunning=true;
int count=0;
for (int i=0;i<FPS*5;i++) {
count++;
if(count>100) count = 1;
mCallback.updateUI(count+"");
try {
Thread.sleep(1000/FPS);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
isRunning=false;
}
});
animate.start();
}
}
Anything invoked within
new Thread(new Runnable(){
...
}
Will implicitly run on a non-UI thread. If you want to touch the UI, the code for that task must be forced to run on the UI thread like this:
context.runOnUiThread(new Runnable() {
#Override
public void run() {
updateUI(count+"");
}
});

Canvas not updating in real device

I trying to make a draw line using canvas. It has 0 value when the Activity is loaded then I have a Button that has click listener to change the value and draw a line. It works in emulator well but when I run in my real device (android version 4.1) the canvas didn't change but I know that I hit the button because I put a toast inside the click listener. This is really weird.
Do anyone encounter the same problem before?
any thoughts will be highly appreciated.
Below is my Activity:
public class MainActivity extends Activity{
private Paint paintFree = new Paint();
private Paint paintLocal = new Paint();
private Paint paintRoaming = new Paint();
private int freeUsage = 0;
private int localUsage = 0;
private int roamingUsage = 0;
private int freeBarPoints;
private int localBarPoints;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
overridePendingTransition(0, 0);
line();
((Button) findViewById(R.id.btn1)).setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
freeUsage = 12;
localUsage = 1;
roamingUsage = 1;
line();
Log.i("Hit Btn1", "True");
Toast.makeText(v.getContext(), "Hit Btn1", Toast.LENGTH_SHORT).show();
}
});
}
class Draw extends View{
public Draw(Context context) {
super(context);
// TODO Auto-generated constructor stub
paintFree.setStrokeWidth(20f);
paintLocal.setStrokeWidth(20f);
paintRoaming.setStrokeWidth(20f);
if (freeUsage == 0){
paintFree.setColor(Color.GRAY);
} else {
paintFree.setColor(Color.rgb(70, 227, 78));
}
if (localUsage == 0){
paintLocal.setColor(Color.GRAY);
} else {
paintLocal.setColor(Color.rgb(238, 232, 102));
}
if (roamingUsage == 0){
paintRoaming.setColor(Color.GRAY);
} else {
paintRoaming.setColor(Color.rgb(101, 177, 231));
}
}
protected void onDraw(Canvas canvas) {
int maxBarLength = canvas.getWidth() * 4 / 5;
double totalBarPoints = freeUsage + localUsage + roamingUsage;
freeBarPoints = (int) Math.round(freeUsage * maxBarLength / totalBarPoints);
localBarPoints = (int) Math.round(localUsage * maxBarLength / totalBarPoints);
// need not compute the roaming bar points
int localStartX = 0 + Math.round(freeBarPoints);
int roamingStartX = (int) localStartX + Math.round(localBarPoints);
canvas.drawLine(0, 10, localStartX, 10, paintFree);
canvas.drawLine(localStartX, 10, roamingStartX, 10, paintLocal);
canvas.drawLine(roamingStartX, 10, maxBarLength, 10, paintRoaming);
}
}
public void line(){
Draw draw;
draw = new Draw(this);
((LinearLayout) findViewById(R.id.linear)).addView(draw);
}
}
You need to add an onMeasure implementation to your Draw class. Take a look at http://developer.android.com/training/custom-views/custom-drawing.html for more details.

Setting size of a triangle (Android)

So, I have created an android activity that draws a triangle on the canvas. I also added 4 menus(Color, Enlarge, Shrink, and Reset) to the VM. The color works fine but I'm not quite sure how to resize a triangle in android once that menu button is pressed.The assignment says to just fix the top point of the triangle, and then change the coordinates of the bottom two points of the triangle. Can anyone point me in the right direction on how to do that in Android?
Here's my code, although the implementation of enlarge, shrink, and reset are set up to work with a circle(project I did before), not a triangle. Please note that the "Color" menu works so no need to do that.
public class MainActivity extends Activity
{
final Context context = this;
private Graphics graphic;
private Dialog radiusDialog; //Creates dialog box declaration
private SeekBar red;
private SeekBar green;
private SeekBar blue;
private Button radiusButton;
private TextView progress1;
private TextView progress2;
private TextView progress3;
private TextView tv;
#Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
graphic = new Graphics(this); //Create new instance of graphics view
setContentView(graphic); //Associates customized view with current screen
}
#Override
public boolean onCreateOptionsMenu(Menu menu)
{
getMenuInflater().inflate(R.menu.activity_main, menu);
return true;
}
#Override
public boolean onOptionsItemSelected(MenuItem item) //This acts as a menu listener to override
{
switch(item.getItemId()) //returns menu item
{
case R.id.Color:
showDialog();
break;
case R.id.Shrink:
graphic.setRadius(graphic.getRadius() -1);
graphic.invalidate();
break;
case R.id.Enlarge:
graphic.setRadius(graphic.getRadius() +1);
graphic.invalidate();
break;
case R.id.Reset:
graphic.setColor(Color.CYAN);
graphic.setRadius(75);
graphic.invalidate();
break;
}
return super.onOptionsItemSelected(item);
}
void showDialog() //creates memory for dialog
{
radiusDialog = new Dialog(context);
radiusDialog.setContentView(R.layout.draw_layout); //binds layout file (radius) with current dialog
radiusDialog.setTitle("Select Color:");
red = (SeekBar)radiusDialog.findViewById(R.id.seekBar1);
green = (SeekBar)radiusDialog.findViewById(R.id.seekBar2);
blue = (SeekBar)radiusDialog.findViewById(R.id.seekBar3);
progress1 = (TextView)radiusDialog.findViewById(R.id.textView2);
progress2 = (TextView)radiusDialog.findViewById(R.id.textView4);
progress3 = (TextView)radiusDialog.findViewById(R.id.textView6);
mychange redC = new mychange();
red.setOnSeekBarChangeListener(redC);
mychange greenC = new mychange();
green.setOnSeekBarChangeListener(greenC);
tv = (TextView)radiusDialog.findViewById(R.id.textView7);
mychange c = new mychange();
blue.setOnSeekBarChangeListener(c);
radiusButton = (Button) radiusDialog.findViewById(R.id.button1);
radiusButton.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
int color = Color.rgb(red.getProgress(), green.getProgress(), blue.getProgress());
radiusDialog.dismiss();
setContentView(R.layout.activity_main);
setContentView(graphic);
graphic.setColor(color);//Create new instance of graphics view
graphic.invalidate();
}
});
radiusDialog.show(); //shows dialog on screen
}
public class mychange implements OnSeekBarChangeListener{
#Override
public void onProgressChanged(SeekBar seekBar, int progress,
boolean fromUser) {
// TODO Auto-generated method stub
int color = Color.rgb(red.getProgress(), green.getProgress(), blue.getProgress());
tv.setBackgroundColor(color);
progress1.setText(String.valueOf(red.getProgress()));
progress2.setText(String.valueOf(green.getProgress()));
progress3.setText(String.valueOf(blue.getProgress()));
}
#Override
public void onStartTrackingTouch(SeekBar seekBar) {
// TODO Auto-generated method stub
}
#Override
public void onStopTrackingTouch(SeekBar seekBar) {
// TODO Auto-generated method stub
}
}
}
Graphics Class to draw triangle
public class Graphics extends View
{
private Paint paint;
private int radius;
private int color;
public void setColor(int color)
{
this.color = color;
}
public Graphics(Context context) //creates custom view (constructor)
{
super(context);
paint = new Paint(); //create instance of paint
color = Color.CYAN;
paint.setStyle(Paint.Style.FILL); //draw filled shape
radius = 75;
}
#Override
protected void onDraw(Canvas canvas) //override onDraw method
{
super.onDraw(canvas);
paint.setColor(color);
paint.setStyle(Paint.Style.STROKE);
Path path = new Path();
path.moveTo(230, 200);
path.lineTo(330, 300);
path.lineTo(130, 300);
path.close();
canvas.drawPath(path, paint);
}
void setRadius(int radius)
{
this.radius = radius;
invalidate(); //just like repaint method
}
public int getRadius()
{
return radius;
}
}
If the top coordinate remains fixed, you can change the height of the triangle to shrink/enlarge it.
Lets say the triangle is equilateral - all 3 sides have the same length. In this case:
So if the top vertex coordinates are (x, y), the bottom coordinates will be:
(x - side / 2, y + h)
And:
(x + side / 2, y + h)
So your path code should be written as:
float side = Math.sqrt(3) / 2 * height;
Path path = new Path();
path.moveTo(x, y);
path.lineTo(x - side / 2, y + height);
path.lineTo(x + side / 2, y + height);
path.close();

Android animation acting strange with .sleep() onTouchEvent

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!

Problem with View Invalidate() and Handler

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

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