LibGdx - need help on Screen class - android

I've been using libgdx for the past 3 weeks..
I created two screens referencing to a game:
public class Game extends Game {
TitleScreen titleScreen;
SplashScreen splashScreen;
#Override
public void create() {
// TODO Auto-generated method stub
titleScreen = new TitleScreen(this);
splashScreen = new SplashScreen(this);
setScreen(splashScreen);
}
}
and
public class SplashScreen implements Screen {
Game game;
public SplashScreen(Game game) {
// TODO Auto-generated constructor stub
this.game = game;
}
#Override
public void show() {
// TODO Auto-generated method stub
}
#Override
public void hide() {
// TODO Auto-generated method stub
}
#Override
public void render(float delta) {
// TODO Auto-generated method stub
Gdx.gl.glClearColor(0.5f, 1f, 1f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
if(Gdx.input.justTouched()){
game.splashScreen.dispose();
game.setScreen(game.titlescreen);
}
}
#Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void pause() {
// TODO Auto-generated method stub
}
#Override
public void resume() {
// TODO Auto-generated method stub
}
#Override
public void dispose() {
// TODO Auto-generated method stub
}
How do I dispose the splashscreen entirely? When I called the game.setscreen(game.splashscreen) in titlescreen class, it resume the splashscreen;. I'm expecting to set a new splashscreen..

Create a new splash screen every time you want to show a splash from the beginning:
game.setScreen(new SplashScreen(game));

Related

White patches while GameCircle Integration in Cocos2d Android

I am integrating Game Circle SDK & Whisper Sync in my game. I have implemented the code, but it has caused an issue. When I load the game and get the game state from the WhisperSync and set my local variables, white patches are observed in some places randomly instead of the proper image. When I turn of GameCircle & Whisper Sync it runs fine.
My game is developed using Cocos2d Android.
Does any one encountered such issue?
I have attached the image for reference.
Some Code:
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON,
WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
CCGLSurfaceView _glSurfaceView = new CCGLSurfaceView(this);
setContentView(_glSurfaceView);
CCDirector.sharedDirector().attachInView(_glSurfaceView);
CCDirector.sharedDirector().setDisplayFPS(false);
CCDirector.sharedDirector().setAnimationInterval(1.0f / 60.0f);
CCScene scene = IntroLayer.scene();
CCDirector.sharedDirector().runWithScene(scene);
}
#Override
public void onResume() {
super.onResume();
if (IS_AMAZON) {
AmazonGamesClient.initialize(this, callback, myGameFeatures);
AmazonGamesClient.getWhispersyncClient()
.setWhispersyncEventListener(
new WhispersyncEventListener() {
#Override
public void onAlreadySynchronized() {
// TODO Auto-generated method stub
super.onAlreadySynchronized();
System.out
.println("FA here onAlreadySynchronized");
loadGameScene();
}
#Override
public void onDataUploadedToCloud() {
// TODO Auto-generated method stub
super.onDataUploadedToCloud();
System.out
.println("FA here onDataUploadedToCloud");
}
#Override
public void onDiskWriteComplete() {
// TODO Auto-generated method stub
super.onDiskWriteComplete();
System.out
.println("FA here onDiskWriteComplete");
}
#Override
public void onFirstSynchronize() {
// TODO Auto-generated method stub
super.onFirstSynchronize();
System.out
.println("FA here onFirstSynchronize");
loadGameScene();
}
#Override
public void onNewCloudData() {
// TODO Auto-generated method stub
super.onNewCloudData();
System.out
.println("FA here onNewCloudData");
}
#Override
public void onSyncFailed(FailReason reason) {
// TODO Auto-generated method stub
super.onSyncFailed(reason);
System.out
.println("FA here onSyncFailed reason: "
+ reason.name());
}
#Override
public void onThrottled() {
// TODO Auto-generated method stub
super.onThrottled();
System.out.println("FA here onThrottled");
}
});
Log.i(TAG, "onResume: call initiateGetUserIdRequest");
PurchasingManager.initiateGetUserIdRequest();
Log.i(TAG, "onResume: call initiateItemDataRequest for skus: "
+ LAppInfo.getInstance().getList());
Set<String> skus = new HashSet<String>(LAppInfo.getInstance()
.getList());
PurchasingManager.initiateItemDataRequest(skus);
}
CCDirector.sharedDirector().resume();
}
private AmazonGamesCallback callback = new AmazonGamesCallback() {
#Override
public void onServiceNotReady(AmazonGamesStatus status) {
// unable to use service
System.out.println("FA here callback onServiceNotReady: "
+ status.name());
}
#Override
public void onServiceReady(AmazonGamesClient amazonGamesClient) {
System.out.println("FA here callback onServiceReady: ");
agsClient = amazonGamesClient;
}
};
private void loadGameScene() {
LoadData();
CCScene mainMenu = LevelMenuScene.scene();
CCDirector.sharedDirector().replaceScene(
CCFadeTransition.transition(0.5f, mainMenu));
}
Solved it by a work around by having a boolean variable and set it to true after the data is loaded in firstsync/alreadysync method. and loading the scene in the main thread instead of the callback of whispersync. Will be glad to know if some one find a proper solution.

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this.MyAnimatedSprite.animate(50, 0);
this.MyAnimatedSprite.setVisibility(false);
I am new to AndEngine and I want to animate whole AnimatedSprite once and let it disappear. In my code it only animates and stops but does not disappear, if I do setVisible(false).
It does not show animation even once.
You can do this by turning the visibility false after the animation is done.
this.MyAnimatedSprite.animate(50, 0, new IAnimationListener () {
#Override
public void onAnimationFinished(AnimatedSprite pAnimatedSprite) {
this.MyAnimatedSprite.setVisibile(false);
}
#Override
public void onAnimationStarted(AnimatedSprite pAnimatedSprite,
int pInitialLoopCount) {
// TODO Auto-generated method stub
}
#Override
public void onAnimationFrameChanged(AnimatedSprite pAnimatedSprite,
int pOldFrameIndex, int pNewFrameIndex) {
// TODO Auto-generated method stub
}
#Override
public void onAnimationLoopFinished(AnimatedSprite pAnimatedSprite,
int pRemainingLoopCount, int pInitialLoopCount) {
// TODO Auto-generated method stub
}});

How to keep playing YouTubePlayer in Android

Now I'm creating an Android application witch use YouTube api to play Video.
But the player stop when I change Activity.
I want to keep Playing like a Music Player even when Activity will change.
I try to solve that by adding Static on YouTubePlayer.(But cannot solve.)
I mean I want to Keep it's playing when the Activity or the Application itself move to Background.
So if you have any ideas, please share with me :)
-----------------Code-----------------
public class PlayActivity extends YouTubeBaseActivity implements YouTubePlayer.OnInitializedListener,YouTubePlayer.PlayerStateChangeListener{
public static final String DEVELOPER_KEY = "My_Dev_Key";
private LinearLayout yPos;
private static YouTubePlayer yt;
private YouTubePlayerView ytp;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.play);
yPos = (LinearLayout)findViewById(R.id.youtube_pos);
try{
ytp = new YouTubePlayerView(this);
ytp.initialize(DEVELOPER_KEY, this);
}catch(Exception e){
finish();
}
yPos.addView(ytp);
}
#Override
public void onAdStarted() {
// TODO Auto-generated method stub
}
#Override
public void onError(ErrorReason arg0) {
// TODO Auto-generated method stub
}
#Override
public void onLoaded(String arg0) {
// TODO Auto-generated method stub
}
#Override
public void onLoading() {
// TODO Auto-generated method stub
}
#Override
public void onVideoEnded() {
// TODO Auto-generated method stub
}
#Override
public void onVideoStarted() {
// TODO Auto-generated method stub
}
#Override
public void onInitializationFailure(Provider arg0,
YouTubeInitializationResult arg1) {
// TODO Auto-generated method stub
}
#Override
public void onInitializationSuccess(Provider arg0, YouTubePlayer arg1,
boolean arg2) {
// TODO Auto-generated method stub
if(!arg2){
if(yt == null){
yt = arg1;
yt.setPlayerStateChangeListener(this);
yt.setPlayerStyle(YouTubePlayer.PlayerStyle.DEFAULT);
yt.loadVideo("u0v5A6cQOhs");
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}

Reloading Animated sprite while on the game scene Andengine

While on the game play scene, when player fires, the enemy will automatically animate and have to move out from the scene. i tried alot but didn't find the solution.
here is my code.
it = bulletList.iterator();
while (it.hasNext()) {
final Bullet b = (Bullet) it.next();
if (b.sprite.collidesWith(enemy)) {
engine.runOnUpdateThread(new Runnable() {
public void run() {
enemy.animate(new long[]{100,100,100,100,100},10,14,1
, new IAnimationListener() {
#Override
public void onAnimationStarted(AnimatedSprite pAnimatedSprite,int
pInitialLoopCount) {
}
#Override
public void onAnimationLoopFinished(AnimatedSprite pAnimatedSprite,
int pRemainingLoopCount, int
pInitialLoopCount) {
// TODO Auto-generated method stub
}
#Override
public void onAnimationFrameChanged(AnimatedSprite pAnimatedSprite,
int pOldFrameIndex, int pNewFrameIndex) {
// TODO Auto-generated method stub
}
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public void onAnimationFinished(AnimatedSprite pAnimatedSprite) {
// TODO Auto-generated method stub
detachChild(sprite);
}
});
enemy.setIgnoreUpdate(true);
it.remove();
break;
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}
}
what is it that's actually happening?
i did not understand...
But i understood your code a bit.And i recommend you to remove the runonupdatethread.
And put your animation code outside the runonupdatetheard and try it.
I animate the sprite directly...

AdListner not working properly

I wish to remove the ad if they are clicked once.
I implemented the following code.
I also added android:launchMode="singleInstance"
in the manifest and android:alwaysRetainTaskState="true" in the activity section of the manifest.
But when i click on the ad and return to the app the ad is still showing .
My code is as follows.
public class MainActivity extends Activity implements AdListener{
adView = (AdView)findViewById(R.id.ad);
adView.loadAd(new AdRequest());
// my code
#Override
public void onDismissScreen(Ad arg0) {
if (adView != null) {
adView.destroy();
}
// TODO Auto-generated method stub
}
#Override
public void onFailedToReceiveAd(Ad arg0, ErrorCode arg1) {
// TODO Auto-generated method stub
}
#Override
public void onLeaveApplication(Ad arg0) {
// TODO Auto-generated method stub
}
#Override
public void onPresentScreen(Ad arg0) {
// TODO Auto-generated method stub
}
#Override
public void onReceiveAd(Ad arg0) {
// TODO Auto-generated method stub
}
}
adView.setAdListener(this); /* first you should add listener register */
and for dismiss screen
public void onDismissScreen(Ad p1)
{
yourlayout.removeView(adView); // your layout should me remove here
}

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