check collision of lines and a circle in canvas android - android

I am trying to check collisions between lines and a circle, if the circle hits the line, it would work change a boolean to true and once its not touched, it would change it back to false. I am using canvas and surface view.
Here is my code for checking collision which didn't work and ended up in error:
#Override
public void run() {
while(runnable)
{
if(!holder.getSurface().isValid()){
continue;
}
Canvas mCanvas = holder.lockCanvas();
update(mCanvas);
values = new Values(mCanvas);
createPaints();
drawBackground(mCanvas);
drawObjects(mCanvas);
holder.unlockCanvasAndPost(mCanvas);
}
}
Now the collision is processed in the update:
private void update(Canvas c) {
ball.update(c, checkLinesCollision(values.level1, ball.getX(), ball.getY()));
//takes a canvas, and a boolean
}
boolean checkLinesCollision(float[] f,float x,float y){
int c = 0;
for(int i = 0; i < f.length; i+=4){
float x1 = f[i];
float y1 = f[i+1];
float x2 = f[i+2];
float y2 = f[i+3];
if (x> x1 && x<x2 && y>y1 && y>y2){
c++;
}
}
if(c>0){return true;}else{return false;}
}
the values for the level
float yLow = c.getHeight()-c.getHeight()/4;
level1 = new float[]{0,yLow,c.getWidth(),yLow,
40,c.getHeight()/2,300,c.getHeight()/2};
ball update function:
public void update(Canvas c, boolean b) {
if(b){
dy=-dy;
b = false;
}
y -= dy;
dy--;
}
Now according to the logcat the problem is in the main update function.
I think that I am using the wrong function, what can I do to fix it?
Thanks!

I have found the solution. Apparently the problem was with the float array; in my app, i declared the float array in a constructor. After a long time of researching on the web and rechecking my logcat, i found that you cannot declare an array in the constructor. all i did was moving the float array outside of the constructor and everything was alright, even though i found the solution, i am not sure why you cannot declare it in the constructor..

Related

Java syntax in android studio

What I want to do is to click a space on the screen, get the coordinates and paint the image here. I did this using paintIcon and mouseListener in eclipse but how to do the same thing in android studio? Thanks!
public static Game game = new Game();
public Control(){
this.setLayout(null);
this.setBounds(0, 0, 780, 780);
addMouseListener(this);
}
public void paint(Graphics g){
setBackground(Color.GREEN);
board.paintIcon(this, g, 0, 0);
for(int i = 0; i < 19; i++){
for(int j = 0; j < 19; j++){
if(game.gameBoard.board[i][j] != 'E'){
if(game.gameBoard.board[i][j] == 'B'){
black.paintIcon(this, g, j * 40, i * 40);
}
if(game.gameBoard.board[i][j] == 'W'){
white.paintIcon(this, g, j * 40, i * 40);
}
}
}
}
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
mouseX = e.getX();
mouseY = e.getY();
int targetX = mouseX / 40;
int targetY = mouseY / 40;
game.move(targetX, targetY);
repaint();
}
In Android you use a different system than in "Java"(you know Android is Java), for instance as is clear from your code you do not have a Mouse but a Touch event.
The first thing you should do is to study this official link that explains the concept of Canvas. Then you will learn how to integrate the "tap" into your app that is instead this official link
This is an excellent post to learn ho to do it.
You begin extending the View and overriding the method onDraw(Canvas canvas) then you need to override a listener that say you when the user clicked the screen onTouchEvent(MotionEvent event) usually there are three motion events you want to cover MotionEvent ACTION_DOWN(you tap and the screen recognizes the X,Y coordinates, that is the one you need),ACTION_MOVE(if you drag your finger maintaining pressure on the screen) and ACTION_UP(when you release your finger)
Just remember you need to call invalidate() if you have an animation or something changes on the screen. Basically is a "forced" call to the "onDraw" method. On the basis of the three links I sent you can cover all thebasis of the 2d graphics in Android that is a bit different by Java because of the different features but also the Android dependency on the specific SDK classes
what I want to do is to click a space on the screen, get the coordinates and paint the image here
Here is an example of how you can obtain that in Android instead of "just" Java, please see the notes comments I did below with the double slashes //
public class YourBoard extends View {//EXTENDS VIEW this is important because you override methods
Drawable editIcon = getResources().getDrawable(R.drawable.icon);
Bitmap mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.background);
float xPos = 0;
float yPos = 0;
public YourBoard (Context context) {//HERE THE CONSTRUCTOR YOU CAN INITIALIZE THINGS HERE
super (context);
}
#Override
protected void onDraw (Canvas canvas) {//This was your paint(Graphics g)
super.onDraw(canvas);
canvas.save();
canvas.drawBitmap(mBitmap, 0, 0, null);
canvas.translate(xPos, yPos);
editIcon.draw(canvas);
canvas.restore();
}
#Override
public boolean onTouchEvent (MotionEvent event) {//THIS WAS YOUR MOUSE LISTENER
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN :
xPos = event.getX();
yPos = event.getY();
invalidate();//NOTICE THE INVALIDATE I MENTIONED
break;
}
return true;
}
}
}

Need to make special line follow user's finger smoothly that also has other behaviors

First this is not a duplicate of other "smooth line" questions because I also need to be able to delete parts of my line at will and as such I need a special way to store my line.
I need to make a line follow the user's finger. However I also need to be able to delete the end of this line at will.
Basically I need the behavior of this line to look like the blue line that follows the user's mouse in this game:
http://hakim.se/experiments/html5/coil/
To do this I have some code in my onTouch method that adds a point to an array each time the user's finger moves.
#Override
public boolean onTouch(View v, MotionEvent event) {
//This for loop is supposed to add all points that were in between this
//motion event and the previous motion event to the "linePoints" array.
for(int i = 0; i < event.getHistorySize(); i++) {
linePoints[arrayIndex] = new Point((int) event.getHistoricalX(i), (int) event.getHistoricalY(i));
arrayIndex++;
}
//This adds the current location of the user's finger to "linePoints"
// array
linePoints[arrayIndex] = new Point((int) event.getX(), (int) event.getY());
arrayIndex++;
//This switch statement makes it so that if the user lifts their finger
// off the screen the line will get deleted.
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
screenPressed = true;
setEventTime(); //Ignore setEventTime();
break;
case MotionEvent.ACTION_UP:
screenPressed = false;
linePoints = new Point[10000];
arrayIndex = 0;
break;
}
return true;
}
Then in the onDraw() method the game draws every point on the line:
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
//This code loops through all of linePoints and then draws every point
// in linePoints to create a line on screen.
for(Point p : linePoints) {
if(p == null) {
break;
}
canvas.drawRect(p.x, p.y, p.x+ 2, p.y + 2, black);
invalidate();
// I have not added in the deletion behavior yet, because my current
// method cannot create a smooth line.
}
The reason I chose to draw points to make a line instead of using Android's
Path() class is because I wanted to delete parts of the line at will (by removing points from the array "linePoints").
The problem is if I move my finger too fast then the points spread out and it stops looking like a line.
How can I make sure the line stays smooth but also is stored in such a way I can delete parts of it?
EDIT: Someone asked for more specifics on how the line will be detailed so I will provide.
I want to start deleting the line if the user has been drawing the line for more than "X" seconds. The way I want to delete the line is:
The end of the line will start disappearing until (meanwhile the user is still drawing it) until the line is completely deleted or the user has lifted their finger off the screen.
EDIT 2: I also need to know if the line has intersected itself or created some sort of closed off shape (hence why I chose the point storage system, I thought that if 2 points in the array had the same coordinates then I would know if the line had intersected itself). I currently have no idea how to implement this (because the points are not continuous) but I will provide further edits if I figure something out.
EDIT 3: I have figured out a solution to determine if the line intersects itself (even if the points are spaced out sporadically)! However I still not have solved the problem of creating a smooth line with no gaps.
Solution:
Each time the game adds a new point to the array it will compare it to the previous point it added to the array and model a line segment "A". It will then compare line segment "A" to all the previous line segments made out of 2 points in the array and determine if the compared segments cross. If they do then I know that there is an intersection in the line.
EDIT 4: This is the complete up to date code that I am currently using.
Inside this code I (try) to provide detailed comments and a summary at the top that explains my objectives and what I have done so far.
To preface this large piece of code, my current problem is being able to delete the line at a consistent pace (e.g 10 millimeters per second) if the user has been drawing their line for more than a certain amount of time.
package com.vroy.trapper;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Point;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
public class GameView extends View implements View.OnTouchListener {
// I am basically trying to replicate the game: http://hakim.se/experiments/html5/coil/
// without any of the lighting effects and my version will have slightly
// different behavior.
// Right now all I am concerned with is allowing the line to be deleted at a constant pace
// if the user has been drawing a line for more than "X" seconds.
/*
OVERVIEW:
array of points "linePoints" stores all locations of user touching screen
that are captured by system.
Each time a new point is added to "linePoints" I draw a path from the previous point
to the new point. (Sidenote: While this does make the line look very smooth it can still look odd sometimes)
The game also checks for intersections in the line to see if the line has made a
polygon. I do this because this is important for a feature that will be implemented.
The system then draws the path on screen.
The system also checks if the user has lifted their finger off the screen,
if the user has then the system deletes the current line on screen and resets all variables.
TO BE IMPLEMENTED:
If the line has formed a polygon then the game will check if that polygon contains certain
objects that will randomly spawn onscreen.
PROBLEMS:
1. Currently I want the line to start deleting itself from the back if the user
has been drawing the line for more then "X" seconds. However I am not sure how to do this.
*/
// General variables.
private int screenWidth;
private int screenHeight;
public static boolean screenPressed; //Might not need.
// public static float contactLocX;
// public static float contactLocY;
//Time variables.
private static long startTime; //This variable is used in conjunction with the
//elapsedTime() method to determine if the user
// has been drawing a line for more then "X" seconds.
//Game variables.
private static int orbWidth; //Not used currently. This will be the width of the randomly spawned tokens.
private Point[] linePoints; //The array that holds all captured points.
private int arrayIndex;
private Path linePath; //The path that the canvas draws.
private boolean firstPoint; //If firstPoint is true then that means is 1st point in current line.
//I need this for the path.MoveTo() method.
//Debug values. (Not used currently)
private int debug;
private String strdebug;
//Paints
Paint black = new Paint();
public GameView(Context context, AttributeSet attrs) {
super(context, attrs);
black.setARGB(255, 0, 0, 0); //Paint used to draw line.
black.setStyle(Paint.Style.STROKE);
black.setStrokeWidth(3);
linePoints = new Point[10000];
GameView gameView = (GameView) findViewById(R.id.GameScreen); //Setting up onTouch listener.
gameView.setOnTouchListener(this);
arrayIndex = 0;
linePath = new Path(); //Setting up initial path.
firstPoint = true;
}
//Currently OnSizeChanged is not needed, I only keep it for the future when I implement
// the random object spawning system.
#Override
public void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
screenHeight = getHeight();
screenWidth = getWidth();
orbWidth = screenHeight / 20;
}
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawPath(linePath, black);
//Currently "1000000000" is a placeholder value (in nano-seconds)
if(elapsedTime() > 1000000000 ) {
//Code that evenly deletes the line starting from the back
//(this is where I most need your assistance).
}
invalidate(); //I don't know if this is the best way to refresh the screen
}
#Override
public boolean onTouch(View v, MotionEvent event) {
//Sets up starting point of path
if(firstPoint) {
firstPoint = false;
linePath.moveTo(event.getX(),event.getY());
linePoints.add(new TimeStampedPoint((int)event.getX(), (int)event.getY(),event.getEventTime()));
}
//Adds points to path & linePoints that were missed.
for(int i = 0; i < event.getHistorySize(); i++) {
linePoints[arrayIndex] = new Point((int) event.getHistoricalX(i), (int) event.getHistoricalY(i));
linePath.lineTo(linePoints[arrayIndex].x,linePoints[arrayIndex].y);
if(arrayIndex >= 1) {
checkForIntersections(linePoints[arrayIndex - 1], linePoints[arrayIndex]);
}
arrayIndex++;
}
//Adds current point to path & linePath();
linePoints[arrayIndex] = new Point((int) event.getX(), (int) event.getY());
if (arrayIndex >= 1) {
checkForIntersections(linePoints[arrayIndex - 1] ,linePoints[arrayIndex]);
}
linePath.lineTo(linePoints[arrayIndex].x,linePoints[arrayIndex].y);
arrayIndex++;
//This switch statements creates initial actions for when the finger is pressed/lifted.
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
screenPressed = true;
setEventTime(); //This starts the timer that will eventually reach "X" seconds.
break;
case MotionEvent.ACTION_UP: //The primary purpose of this "switch" is to delete the old line
// & reset variables in preparation for new line
screenPressed = false;
linePoints = new Point[10000]; //Possibly filling heap with empty arrays.
linePath = new Path();
arrayIndex = 0;
firstPoint = true;
break;
}
return true;
}
private void checkForIntersections(Point p, Point p2) {
for(int i = arrayIndex - 3; i > 0; i--) {
if(intersect(p,p2,linePoints[i],linePoints[i-1])) {
//RETURN POINTS IN THE POLYGON THAT WILL BE USED TO DETERMINE IF "TOKENS"
// ARE IN POLYGON.
}
}
}
private void setEventTime() {
startTime = System.nanoTime();
}
//Checks current time since setEventTime
private long elapsedTime() {
return System.nanoTime() - startTime;
}
// Things used to determine intersections.
//Used to determine orientation of <something>
private static int orientation(Point p, Point q, Point r) {
double val = (q.y - p.y) * (r.x - q.x)
- (q.x - p.x) * (r.y - q.y);
if (val == 0.0)
return 0; // colinear
return (val > 0) ? 1 : 2; // clock or counterclock wise
}
//Determines intersection of 2 lines (P1,Q1) & (P2,Q2).
private static boolean intersect(Point p1, Point q1, Point p2, Point q2) {
int o1 = orientation(p1, q1, p2);
int o2 = orientation(p1, q1, q2);
int o3 = orientation(p2, q2, p1);
int o4 = orientation(p2, q2, q1);
if (o1 != o2 && o3 != o4)
return true;
return false;
}
//Will shorten checking process by determining if 2 lines do/don't have the same bounding box.
//Not yet implemented.
private static boolean boundBoxCheck(Point p1, Point q1, Point p2, Point q2) {
return true; //Placeholder code
}
}
EDIT 5:
I did my implementation of stKent's/Titan's code and my code crashes due to a index out of bounds error.
I will be trying to find the problem and fix it but until I do I will post my code here incase someone else wants to take a hand at fixing it.
package com.vroy.trapper;
import android.annotation.SuppressLint;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Point;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
import java.sql.Time;
import java.util.ArrayList;
import java.util.List;
public class GameView extends View implements View.OnTouchListener {
// I am basically trying to replicate the game: http://hakim.se/experiments/html5/coil/
// without any of the lighting effects and my version will have slightly
// different behavior.
// Right now all I am concerned with is allowing the line to be deleted at a constant pace
// if the user has been drawing a line for more than "X" seconds.
/*
OVERVIEW:
array of points "linePoints" stores all locations of user touching screen
that are captured by system.
Each time a new point is added to "linePoints" I draw a path from the previous point
to the new point. (Sidenote: While this does make the line look very smooth it can still look odd sometimes)
The game also checks for intersections in the line to see if the line has made a
polygon. I do this because this is important for a feature that will be implemented.
The system then draws the path on screen.
The system also checks if the user has lifted their finger off the screen,
if the user has then the system deletes the current line on screen and resets all variables.
TO BE IMPLEMENTED:
If the line has formed a polygon then the game will check if that polygon contains certain
objects that will randomly spawn onscreen.
PROBLEMS:
1. Currently I want the line to start deleting itself from the back if the user
has been drawing the line for more then "X" seconds. However I am not sure how to do this.
*/
// General variables.
private int screenWidth;
private int screenHeight;
public static boolean screenPressed; //Might not need.
// public static float contactLocX;
// public static float contactLocY;
//Time variables.
private static long startTime; //This variable is used in conjunction with the
//elapsedTime() method to determine if the user
// has been drawing a line for more then "X" seconds.
//Game variables.
private static int orbWidth; //Not used currently. This will be the width of the randomly spawned tokens.
private List<TimeStampedPoint> linePoints; //The array that holds all captured points.
private int arrayIndex;
private Path linePath; //The path that the canvas draws.
private List<TimeStampedPoint> validPoints;
private boolean firstPoint; //If firstPoint is true then that means is 1st point in current line.
//I need this for the path.MoveTo() method.
//Debug values. (Not used currently)
private int debugint;
private String strdebug;
//Paints
Paint black = new Paint();
public GameView(Context context, AttributeSet attrs) {
super(context, attrs);
black.setARGB(255, 0, 0, 0); //Paint used to draw line.
black.setStyle(Paint.Style.STROKE);
black.setStrokeWidth(3);
linePoints = new ArrayList<>();
validPoints = new ArrayList<>();
GameView gameView = (GameView) findViewById(R.id.GameScreen); //Setting up onTouch listener.
gameView.setOnTouchListener(this);
arrayIndex = 0;
linePath = new Path(); //Setting up initial path.
validPoints = new ArrayList<>();
firstPoint = true;
}
//Currently OnSizeChanged is not needed, I only keep it for the future when I implement
// the random object spawning system.
#Override
public void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
screenHeight = getHeight();
screenWidth = getWidth();
orbWidth = screenHeight / 20;
}
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
linePath.rewind();
validPoints = removeExpiredPoints();
updatePathUsingPoints(validPoints);
canvas.drawPath(linePath, black);
linePoints = validPoints;
invalidate(); //I don't know if this is the best way to refresh the screen
}
#Override
public boolean onTouch(View v, MotionEvent event) {
debugint = arrayIndex;
strdebug = Integer.toString(debugint);
Log.i("ARRAY INDEX: ",strdebug);
debugint = linePoints.size();
strdebug = Integer.toString(debugint);
Log.i("LIST SIZE: ",strdebug);
//Sets up starting point of path
if(firstPoint) {
firstPoint = false;
linePath.moveTo(event.getX(),event.getY());
linePoints.add(new TimeStampedPoint((int)event.getX(),(int)event.getY(),event.getEventTime()));
}
//Adds points to path & linePoints that were missed.
for(int i = 0; i < event.getHistorySize(); i++) {
linePoints.add(new TimeStampedPoint((int) event.getHistoricalX(i), (int) event.getHistoricalY(i), event.getHistoricalEventTime(i)));
linePath.lineTo(linePoints.get(arrayIndex).x,linePoints.get(arrayIndex).y);
if(arrayIndex >= 1) {
checkForIntersections(linePoints.get(arrayIndex), linePoints.get(arrayIndex));
}
arrayIndex++;
}
//Adds current point to path & linePath();
debugint = linePoints.size();
strdebug = Integer.toString(debugint);
Log.i("Before" , strdebug);
linePoints.add(new TimeStampedPoint((int) event.getX(), (int) event.getY(),event.getEventTime()));
debugint = linePoints.size();
strdebug = Integer.toString(debugint);
Log.i("After:", strdebug);
if (arrayIndex >= 1) {
checkForIntersections(linePoints.get(arrayIndex - 1) ,linePoints.get(arrayIndex));
}
linePath.lineTo(linePoints.get(arrayIndex).x,linePoints.get(arrayIndex).y);
arrayIndex++;
//This switch statements creates initial actions for when the finger is pressed/lifted.
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
screenPressed = true;
setEventTime(); //This starts the timer that will eventually reach "X" seconds.
break;
case MotionEvent.ACTION_UP: //The primary purpose of this "switch" is to delete the old line
// & reset variables in preparation for new line
screenPressed = false;
linePoints.clear();
linePath = new Path();
arrayIndex = 0;
firstPoint = true;
break;
}
return true;
}
private void checkForIntersections(TimeStampedPoint p, TimeStampedPoint p2) {
for(int i = arrayIndex - 3; i > 0; i--) {
if(intersect(p,p2,linePoints.get(i),linePoints.get(i-1))) {
//RETURN POINTS IN THE POLYGON THAT WILL BE USED TO DETERMINE IF "TOKENS"
// ARE IN POLYGON.
}
}
}
private void setEventTime() {
startTime = System.nanoTime();
}
//Checks current time since setEventTime
private long elapsedTime() {
return System.nanoTime() - startTime;
}
// Things used to determine intersections.
//Used to determine orientation of <something>
private static int orientation(Point p, Point q, Point r) {
double val = (q.y - p.y) * (r.x - q.x)
- (q.x - p.x) * (r.y - q.y);
if (val == 0.0)
return 0; // colinear
return (val > 0) ? 1 : 2; // clock or counterclock wise
}
//Determines intersection of 2 lines (P1,Q1) & (P2,Q2).
private static boolean intersect(TimeStampedPoint p1, TimeStampedPoint q1, TimeStampedPoint p2, TimeStampedPoint q2) {
int o1 = orientation(p1, q1, p2);
int o2 = orientation(p1, q1, q2);
int o3 = orientation(p2, q2, p1);
int o4 = orientation(p2, q2, q1);
if (o1 != o2 && o3 != o4)
return true;
return false;
}
//Will shorten checking process by determining if 2 lines do/don't have the same bounding box.
//Not yet implemented.
private static boolean boundBoxCheck(Point p1, Point q1, Point p2, Point q2) {
return true; //Placeholder code
}
//Point class that also stores time of creation
#SuppressLint("ParcelCreator")
private static class TimeStampedPoint extends Point {
private final long timeStamp;
private TimeStampedPoint(final int x, final int y, final long timeStamp) {
super(x, y);
this.timeStamp = timeStamp;
}
}
private List<TimeStampedPoint> removeExpiredPoints() {
final List<TimeStampedPoint> result = new ArrayList<>();
for (final TimeStampedPoint point: linePoints) {
if (System.currentTimeMillis() - point.timeStamp <= 10000) {
// We only include points in the result if they are not expired.
result.add(point);
}
}
return result;
}
private void updatePathUsingPoints(final List<TimeStampedPoint> validPoints) {
if (validPoints.size() < 2) {
return; // Return the empty path here; nothing to draw.
}
linePath.moveTo(validPoints.get(0).x,validPoints.get(0).y);
for (int i = 1; i < validPoints.size(); i++) {
final Point targetPoint = validPoints.get(i);
linePath.lineTo(targetPoint.x, targetPoint.y);
}
}
}
There is also something else that is very very important that I must note.
I believe it is my fault for not noting this until edit 4 but while I want the line to be deleted from the end I would also like it to be deleted evenly, I think the current code provided by stkent and Titan deletes the points in the line at a consistent pace however that does not actually mean the line itself will be deleted at a consistent pace (Because the points are spread out unevenly).
Much thanks to everyone for sticking with me through the numerous edits until now I hope a solution can be found that also allows the line to be deleted at a consistent pace.
I suggest using an ArrayList instead of a static array, as you may not always need to store 10000 Points. I also suggest making a subclass of Point, and have it store a timestamp upon instantiation. Consider:
public class TimedPoint extends Point {
private static final int KEEP_ALIVE_TIME_MS = 200; //tweak this value to your needs
private final long time;
public TimedPoint(int x, int y) {
super(x, y);
time = System.currentTimeMillis();
}
public TimedPoint(int x, int y, long time) {
super(x, y);
this.time = time;
}
public boolean hasExpired(long time) {
return (time-this.time>KEEP_ALIVE_TIME_MS);
}
}
public class GameView extends View ... {
ArrayList<TimedPoint> linePoints = new ArrayList<>(); //Lists can grow and shrink to demand
//this implementation is backed by an array.
...
public void addPoint(int x, int y) {
linePoints.add(new TimedPoint(x, y);
}
public void removeOldPoints() {
long time = System.currentTimeMillis();
Iterator<TimedPoint> i = linePoints.iterator();
while(i.hasNext()) {
TimedPoint point = i.next();
if(point.hasExpired(time))
i.remove();
}
}
}
removeOldPoints() will remove any points from linePoints whose time difference is greater than the threshold defined in TimedPoint. This assumes you can call removeOldPoints() regularly. Hint hint, calling in onDraw() would be great.
If removeOldPoints() is called in onDraw before the line is drawn, you can guarantee that any point that's held in linePoints should be drawn. At that point it's as simple as iterating over the list and drawing the points as a line, and the "tail" will start to disappear as you draw.
You could also pass linePoints to TimedPoint and set a Timer upon construction, and schedule() each TimedPoint to remove itself at a certain time in the future. This does not assume you can call removeOldPoints() regularly. Consider:
public class TimedPoint extends Point {
private static final long KEEP_ALIVE_TIME_MS = 200; //tweak this value to your needs
//we don't need a timestamp, because every point disposes of itself. We do need a timer, though.
private final Timer lifetime = new Timer();
public TimedPoint(final List<TimedPoint> linePoints, int x, int y) {
super(x, y);
lifetime.schedule(new TimerTask() {
#Override
public void run() {
linePoints.remove(TimedPoint.this);
}
}, KEEP_ALIVE_TIME_MS);
}
}
public class GameView extends View ... {
List<TimedPoint> linePoints = Collections.synchronizedList(new ArrayList<>()); //Lists can grow and shrink to demand
//this implementation is backed by an array.
//and is thread safe for Timer
...
public void addPoint(int x, int y) {
linePoints.add(new TimedPoint(x, y);
}
//notice removeOldPoints() is gone! Each point now disposes of itself, no calls needed.
}
There are a couple of things you could tweak with this approach as well. For instance, points start to "die" as soon as they're "born". We can change that to only when added to the list, if that's more appropriate.
Also, there is probably room for optimization as well, as I think this may spawn a new Thread per point. This should actually improve performance(if removeOldPoints() was the bottleneck), up until your cpu is crippled by context switches. If you're feeling pedantic, or performance becomes an issue; you could use a threadpool and a queue.
Here is the documentation for ArrayList to help you get acclimated to the new class.
Happy coding :)
EDIT it seems you're still having trouble. Try this and let me know what it does for you.
public class GameView ... {
ArrayList<TimedPoint> linePoints = new ArrayList<>(); //Lists can grow and shrink to demand
//this implementation is backed by an array.
...
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
removeOldPoints();
Path path = linePointsToPath(); //I'm not sure if you need to store path, let's generate it.
if(path != null)
canvas.drawPath(path, black);
}
public void addPoint(int x, int y) {
linePoints.add(new TimedPoint(x, y);
invalidate();
}
public void removeOldPoints() {
int oldLen = linePoints.size();
long time = System.currentTimeMillis();
Iterator<TimedPoint> i = linePoints.iterator();
while(i.hasNext()) {
TimedPoint point = i.next();
if(point.hasExpired(time))
i.remove();
}
int newLen = linePoints.size();
if(newLen != oldLen) //if we removed items from list
invalidate();
}
//small tweaks to stKents method
private Path linePointsToPath() {
if(linePoints.size() < 2)
return null;
Path path = new Path();
Point p = points.get(0);
Path.moveTo(p.x, p.y);
for(Point point : linePoints) {
if(p != point)
path.lineTo(point.x, point.y); //skip first point, because of moveTo
}
return path;
}
#Override
public boolean onTouch(View v, MotionEvent event) {
...
addPoint(...);
}
}
Based on your most recent code, here's what I'd try first. I'm making the following assumptions in this answer:
You will only be drawing one line/path at any given time (if not, you'll need to perform the procedure outlined below for each path, by iterating over some collection of Paths)
Create a wrapper around the Point class that adds a timestamp:
private static class TimeStampedPoint extends Point {
private final long timeStamp;
private TimeStampedPoint(final int x, final int y, final long timeStamp) {
super(x, y);
this.timeStamp = timeStamp;
}
}
Then update your point storage to the following:
List<TimeStampedPoint> linePoints = new ArrayList<>();
(You'll need to make a bunch of changes to the code as a result of this. In particular, you can use the List method add to append new points to the end of this list, rather than tracking the arrayIndex explicitly.)
In your onTouchEvent method, replace this block of code:
for(int i = 0; i < event.getHistorySize(); i++) {
linePoints[arrayIndex] = new Point((int) event.getHistoricalX(i), (int) event.getHistoricalY(i));
linePath.lineTo(linePoints[arrayIndex].x,linePoints[arrayIndex].y);
if(arrayIndex >= 1) {
checkForIntersections(linePoints[arrayIndex - 1], linePoints[arrayIndex]);
}
arrayIndex++;
}
with something that looks like this:
for(int i = 0; i < event.getHistorySize(); i++) {
TimeStampedPoint point = new TimeStampedPoint((int) event.getHistoricalX(i), (int) event.getHistoricalY(i), event.getHistoricalEventTime(i));
linePoints.add(point);
linePath.lineTo(point.x, point.y);
int numberOfPoints = linePoints.size();
if(numberOfPoints >= 2) {
checkForIntersections(linePoints.get(numberOfPoints - 2), linePoints.get(numberOfPoints - 1));
}
}
Make a similar adjustment everywhere else you add values to the linePoints array. Note also that we are no longer creating the Path incrementally during this loop. That's because we'll perform some sanitization (i.e., removing expired points) before constructing the Path. To do this, clear the linePath each time you prepare to draw (you might be able to move this method somewhere else if performance is poor; I'm just suggesting it happen in onDraw to make the suggested lifecycle clear). Your onDraw method would then look something like this:
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
// Reset the Path.
linePath.rewind();
validPoints = removeExpiredPoints();
updatePathUsingPoints(validPoints);
canvas.drawPath(linePath, black);
linePoints = validPoints;
invalidate(); //I don't know if this is the best way to refresh the screen
}
where validPoints is another field of type List<TimeStampedPoint>s. [In general, calling invalidate from inside onDraw is probably not the best idea, but that is outside the scope of this question.]
Two new methods have been introduced here:
private List<TimeStampedPoint> removeExpiredPoints() {
final List<TimeStampedPoint> result = new ArrayList<>();
for (final TimeStampedPoint point: linePoints) {
if (System.uptimeMillis() - point.getTimeStamp <= 10000) {
// We only include points in the result if they are not expired.
result.add(point);
}
}
return result;
}
and
private void updatePathUsingPoints(final List<TimeStampedPoint> validPoints) {
if (validPoints.size() < 2) {
return linePath; // Return the empty path here; nothing to draw.
}
linePath.moveTo(validPoints.get(0));
for (int i = 1; i < validPoints.size(); i++) {
final Point targetPoint = validPoints.get(i);
linePath.lineTo(targetPoint.x, targetPoint.y);
}
}
Hopefully this gives you enough of a framework to get started. If you notice the disappearing end of the line is jerky, I have ideas that can help, but it's a bunch more typing - so let's not prematurely optimize :)

How do I set visibility of each shape in the array for a given amount of time?

So I am using the libgdx framework and am new to android games development. I have an array of yellow circle objects stored in each index which are shown on the game screen when I run them, all the circle objects are in different x positions but on the same y axis. I want to basically set the visibility of each circle for a given amount of time before the next one becomes visible for say 1000 ms per circle. So for example circle 1 will be visible for 1000 ms then it will become invisible and circle 2 will then become visible for 1000ms so on and so forth, till I reach the end of the list.
public class Spot {
private float x;
private float y;
private float radius;
private Circle spot;
private Circle spotList[];
public Spot(float x, float y, float radius, int amount){
this.x = x;
this.y = y;
this.radius = radius;
spot = new Circle(x,y,radius);
spotList = new Circle[amount];
for(int i = 0; i < spotList.length; i++){
spotList[i] = new Circle(this.x+(i*15), this.y, this.radius);
}
}
public void update(float delta){
}
public Float getX(){
return x;
}
public Float getY(){
return y;
}
public float getRadius(){
return radius;
}
public Circle[] getSpots(){
return spotList;
}
public Circle getSpot(){
return spot;
}
}
The rendering of the shape has been outsourced to a different class I want to be able to handle the visibility of the circles etc in the update method.
Since you're not using Actors (https://github.com/libgdx/libgdx/wiki/Scene2d), you need to keep track of time yourself and make the circles visible/not visible.
You will want to add
private float elapsedTime = 0.0f;
private float currentCircle = 0;
two fields, one for keeping track of elapsed time and one for the currently visible circle.
public void update(float delta){
elapsedTime += delta;
if (elapsedTime >= 1.0f) { // more than one second passed
spot[currentCircle].setVisible(false);
if (currentCircle + 1 < spotList.size()) {
currentCircle++;
spot[currentCircle].setVisible(true);
elapsedTime -= 1.0f; // reset timer (don't just set to 0.0f to avoid time shifts)
}
}
}
In the update method, count elapsedTime and if more then one seconds passed, make old circle not visible and new circle visible. Also make sure that initially the first circle is visible and that the timer is 0.
A possible solution is to use the Universal Tween Engine which works well with the libGDX framework. Visit the link to see how to include it in your project and for documentation.
As a quick demonstration on how to use it:-
Create and instantiate a TweenManager and your array of Spots in your class responsible for rendering.
protected TweenManager tweenManager = new TweenManager();
Spot spots[] = new Spot[...];
...
Create your timer by implementing the TweenCallback()
final int numberOfSpots = 5;
int spotArrayIndex = 0;
float timeDelay = 1000f; /*1000 milliseconds*/
Tween.call(new TweenCallback() {
#Override
public void onEvent(int type, BaseTween<?> source) {
/*set or unset the visibility of your Spot objects here i.e. */
spots[spotArrayIndex++].setVisible(false); /*Set current spot invisible*/
spots[spotArrayIndex].setVisible(true); /*Set next spot to be visible*/
}
}).repeat(numberOfSpots, timeDelay).start(tweenManager);
Update the tweenManager in your render method
public void render(float delta) {
...
tweenManger.update(delta);
...
}
Please check the code for errors if you use it, as I am not sure of the rest of your code.

Line/Paths intersecting

I'm making a simple eraser tool for a vector based drawing program.
I save my paths in a List as android.graphics.Path and then draw them in a loop onto a canvas with canvas.drawPath(path, paint). In this example the red line is the eraser and the green line should be erased.
I have tried to convert the Paths into Regions and calling redRegion.op(greenRegion, Region.OP.INTERSECT). I think the issue is that the Paths don't have a surface area, because the Paint is not applied yet, they are just simple lines.
I'm building for API lvl 15.
If your background is always white your could just make the "Eraser" a path that is white. Then it will make it seem like the other lines are being erased.
Edit:
Maybe you could query all the points that are used to draw your paths in your on touch events and create a custom class to encapsulate that. Then have a method that is like:
//other code....
MyCustomClass class = new MyCustomClass();
if(class.contains(float x, float y)) {
//...erase line
}
//other code
the MyCustomClass
public class MyCustomClass {
private List<PathPoints> pathPoints;
public MyCustomClass(List<PathPoints> points) {
this.pathPoints = points;
}
public boolen contains(float x, float y) {
for(PathPoint point: pathPoints) {
if(x == point.getX() && y == point.getY()) {
return true;
}
return false;
}
}
}
and the path points class
public class PathPoint {
private float x;
private float y;
private int movementType;
public void setX(float x) {
this.x = x;
}
//..all the other getters and setters.
}
then in your onTouch event add a new PathPoint to a list of path ponits for each path that is draw. Only create a new path point in Action.UP (user has stopped drawing).
EDIT 2: Ok so here's another idea. Why don't you create your own custom path class and then add all this logic into that class. So as you're drawing the path you can just add path points to the path. Then add a method "contains()" to your custom path class. That way it will contain every point that is on the path, whether it is move to, line to, quad to or whatever. So something like this:
public class MyPath extends Path {
private List<PathPoint> points;
public MyPath(List<PathPoints> pathPoints) {
this.points = pathPoints;
}
public void addPathPoint(PathPoint pathPoint) {
if(points != null) {
points.add(pathPoint);
}
}
public boolean contains(float x, float y) {
for(PathPoint pathPoint: points) {
if(pathPoint.getX() == x && pathPoint.getY() == y) {
return true;
}
}
return false;
}
}
The drawing part of it should work fine still because you're not touching it. Let me know if this works.

How to make an Android app that prints touched points and draw them?

I want to make a small app. You will touch the screen and draw something and it will list points you pass and draw small green 3x3 rectangles for each fifth point. I use onTouchEvent for listing points using TextView and send it to setContentView. However, I have problem in drawing. I checked examples for drawing (onDraw) but I am not able to get it working for both printing point plus drawing green dots. Any help would be great, thanks.
Here you are, a quick sample of drawing on SurfaceView.
public class FunPanel extends SurfaceView {
class Point {
int X;
int Y;
public Point() {
X = Y = -1;
}
}
private ArrayList<Point> mPoints = new ArrayList<Point>();
private Point mCurPoint = new Point();
private Bitmap mBitmap = ....// your desired image
#Override
public void doDraw(Canvas canvas) {
if( !(mPoints.size() % 5) ) {
canvas.drawBitmap(mBitmap, mCurPoint.X, mCurPoint.Y, null);
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
mCurPoint.X = (int) event.getX() - mBitmap.getWidth() / 2;
mCurPoint.Y = (int) event.getY() - mBitmap.getHeight() / 2;
mPoints.add(mCurPoint);
return super.onTouchEvent(event);
}
}
It's not entirely clear what you're trying to do, but have a look at this It should get you started in the right direction. Basically extend a View and override the onDraw(Canvas) to draw the Rectangles and override the onTouchEvent(MotionEvent) to grab the touch points from the screen.

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