Duration problem in a set of TranslateAnimation in Android - android

I have to animate an image as per (x,y) from one point to another point, then that point to another point and so on. I have around 300 points. For that I am using the following code.
/** code starts **/
public class CircleAnimation extends Activity implements OnPreparedListener {
/** Called when the activity is first created. */
ImageView imv1;
int totalAnimTime = 0;
double[][] points = {{258.8505,143.2875,67},
{259.642, 143.3665,120},
{260.429, 142.992,240},
{259.257, 139.3575,180},
......................
......................
{255.1335,146.8135,67},
{255.1395,146.794,67},
{255.0635,146.7785,67},
{254.9045,146.797,1200}
};
int j=0;
double loc[] = new double[2];
double x1 = 0,y1 = 0,x2 = 0,y2 = 0,anim_end=0, xstart=258.8505, ystart=143.2875, xnow, ynow;
protected boolean _active = true;
protected int _animTime = 66;
int k=1;
double xFactor = 1.779167, yFactor = 1.5;
private int displayWidth, displayHeight;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
imv1 = (ImageView)findViewById(R.id.imv1);
try{
LaunchInAnimation();
}catch(Exception e){
e.printStackTrace();
}
}
class LocalAnimationListener implements AnimationListener {
public void onAnimationEnd(Animation animation){
imv1.post(mLaunchSecondAnimation);
k = k ++;
}
public void onAnimationRepeat(Animation animation)
{
}
public void onAnimationStart(Animation animation)
{
}
};
private Runnable mLaunchSecondAnimation = new Runnable(){
public void run(){
LaunchInAnimation();
}
};
LocalAnimationListener MyAnimationListener = new LocalAnimationListener();
public void LaunchInAnimation() {
//animation
if(k<points.length) {
if(k==0) {
x1 = xstart;
y1 = ystart;
anim_end=1;
} else {
x1 = points[k-1][0];
y1 = points[k-1][1];
}
x2 = points[k][0];
y2 = points[k][1];
_animTime = (int) (points[k][2]);
TranslateAnimation translateAnimation = new TranslateAnimation((float)x1, (float)x2, (float)y1, (float)y2);
translateAnimation.setDuration(_animTime);
translateAnimation.setFillBefore(true);
translateAnimation.setFillAfter(true);
translateAnimation.setAnimationListener(MyAnimationListener);
imv1.startAnimation(translateAnimation);
totalAnimTime += _animTime;
}
}
}
/** code ends **/
To complete all the animations it should take totalAnimTime, but it is taking less time to complete. Moreover this time is varying from one device to another device. For this, I facing problem to synchronize other event. What is the problem in this code? Is there any other better way to control this type animation.

I was messing with this variance in performance myself, and then I switched to OpenGL to do all my rendering and have since found everything much smoother and simpler once you understand what you're doing.
If you feel OpenGL/SurfaceView is a little too dense for what you're asking for, try using Canvas?
Should be much easier with one of those because they're more stable from device to device. XML animations are simply tricking you into thinking they're animations, their actual X/Y don't ever really change. They have to "flicker" from their original X/Y to the "next step X/Y" right before drawn if I'm correct....

Related

Why is game over screen lagging?

I have done a game in Android Studio with the goal of avoiding falling objects.
Generally the app is running good, but for some reason when i get to the game over screen and press an edittext to add highscore the game experience a lot of stutter and lag (with the keyboard und keypresses).
I have already called finish() (which can be seen in "FishView") on my main activity so I don't understand how it can be so slow on the game over screen, as it shouldn't have to worry about anything but the game over screen once it's there and the game over screen is very simple.
I'm having a hard time locating where the problem comes from, hence why I'm asking for help here.
Here is some code that I hope is sufficent for locating the problem:
MainActivity (deals with animation, level increase, spawn objects and interaction between objects and rules)
public class MainActivity extends AppCompatActivity implements GarbageListener {
//global variable of FishView
private FishView gameView;
//handle animation task
private final Handler handler = new Handler();
//global variable of screen
private RelativeLayout screen;
//time before level update
private int levelChangeTime = 3; //initialize small garbage in X seconds
private int spawnBossGarbage = 25; //initialize big garbage in X seconds
private int spawnHeart = 40; //initialize heart in X seconds
//pause variables
private Button pauseButton;
private boolean pauseFlag = false;
//left and right button
private Button leftButton;
private Button rightButton;
//List of small garbage on screen
private final List<SmallGarbage> smallGarbages = new ArrayList<>();
//List of big garbage on screen
private List<BigGarbage> bigGarbages = new ArrayList<>();
//List of heart on screen
private List<LifePoint> lifePoints = new ArrayList<>();
//create timer for animation and level increase
private Timer mainTimer;
//create timer fro holding left or right
private Timer movingLeft;
private Timer movingRight;
private final boolean buttonIsPressed = false; //so players can't hold both buttons down
private final int holdMovementPeriod = 9;
//keep track of song
public static Intent themeSong;
//keep track of how far we are in the song, serviceStop() deletes everything in service ThemeSong so variable must be saved elsewhere
public static int lengthOfSong = 0;
public static boolean backButtonPressed = false; //check if backButton was pressed in service ThemeSong oonDestroy() since that's the last thing that is run
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
themeSong=new Intent(this, ThemeSong.class);
startService(themeSong); //OR stopService(svc);
leftButton = findViewById(R.id.leftArrow);
rightButton = findViewById(R.id.rightArrow);
screen = findViewById(R.id.gameScreen);
gameView = new FishView(this);
screen.addView(gameView);
pauseButton = findViewById(R.id.pauseButton);
mainTimer = new Timer();
createNewAnimationTask();
createNewLevelTask();
//create listeners fo holding left or right button
findViewById(R.id.leftArrow).setOnTouchListener(new View.OnTouchListener() {
#SuppressLint("ClickableViewAccessibility")
#Override
public boolean onTouch(View v, MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
holdLeft();
rightButton.setEnabled(false);}
if (event.getAction() == MotionEvent.ACTION_UP) {
rightButton.setEnabled(true);
if (movingLeft!=null){
movingLeft.cancel();
}}
return false;}
});
findViewById(R.id.rightArrow).setOnTouchListener(new View.OnTouchListener() {
#SuppressLint("ClickableViewAccessibility")
#Override
public boolean onTouch(View v, MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
holdRight();
leftButton.setEnabled(false);}
if (event.getAction() == MotionEvent.ACTION_UP) {
leftButton.setEnabled(true);
if (movingRight!=null){
movingRight.cancel();}}
return false;}
});
}
public void moveLeft(#SuppressWarnings("unused") View v){
if (buttonIsPressed){return;}
gameView.setLeftPressed(true);
gameView.leftFishAnimation();//before running the animations we first set which fish animations to run (left or right)
gameView.invalidate();
}
public void moveRight(#SuppressWarnings("unused") View view) {
if (buttonIsPressed){return;}
gameView.setRightPressed(true);
gameView.rightFishAnimation();
gameView.invalidate();
}
public void pauseGame(View v){
String resume = "Resume";
String pause = "Pause";
if (!pauseFlag){
stopService(themeSong); //turn of music
pauseFlag = true;
pauseButton.setText(resume);
pauseButton.setBackgroundResource(R.drawable.roundbuttonred);
//disable animation and level tasks
mainTimer.cancel();
//disable all falling garbage on screen
for (SmallGarbage smallGarbage : smallGarbages) {smallGarbage.disableGarbageTimer();}
for (BigGarbage bigGarbage : bigGarbages) {bigGarbage.disableGarbageTimer();}
for (LifePoint lifePoint : lifePoints) {lifePoint.disableGarbageTimer();}
//disable buttons
leftButton.setEnabled(false);
rightButton.setEnabled(false);
}
else{
startService(themeSong); //start music
pauseFlag=false;
pauseButton.setText(pause);
leftButton.setEnabled(true);
rightButton.setEnabled(true);
pauseButton.setBackgroundResource(R.drawable.roundbuttonblue);
//resume falling garbage
for (SmallGarbage smallGarbage : smallGarbages) {smallGarbage.startFallingGarbage();}
for (BigGarbage bigGarbage : bigGarbages) {bigGarbage.startFallingGarbage();}
for (LifePoint lifePoint : lifePoints) {lifePoint.startFallingGarbage();}
//resume animation and level increase
mainTimer = new Timer();
createNewAnimationTask();
createNewLevelTask();
}
}
private void createNewAnimationTask(){
TimerTask newAnimationTask = new TimerTask() {
#Override
public void run() {
handler.post(new Runnable() {
#Override
public void run() {
//here we set the animation
int selectedFish = gameView.getSelectedFish();
selectedFish ++;
if (selectedFish==2){
selectedFish = 0;}
gameView.setSelectedFish(selectedFish);
//update screen
gameView.invalidate();
}
});
}
};
long animationPeriod = 600;
mainTimer.scheduleAtFixedRate(newAnimationTask, 0, animationPeriod);
}
private void createNewLevelTask(){
TimerTask levelCountDown = new TimerTask(){
#Override
public void run() {
levelChangeTime--;
spawnBossGarbage--;
spawnHeart--;
if (levelChangeTime==0 || spawnBossGarbage == 0 || spawnHeart == 0){
//move task that updates the UI onto the main thread
runOnUiThread(new Runnable() { //this tells the program to run this on the UI(aka main) thread, we could also call on new Thread if wanted to start new thread
#Override
public void run() {
if (levelChangeTime==0){generateNewGarbage("smallGarbage");}
if (spawnBossGarbage==0){generateNewGarbage("bigGarbage");}
if (spawnHeart==0){generateNewGarbage("lifePoint");}// when this is added we can't lose life?
}
});
}
}
};
mainTimer.scheduleAtFixedRate(levelCountDown,0,1000);
}
private void holdLeft(){
movingLeft = new Timer();
final View v = new View(this); //create view so moveLeft() can called
TimerTask holdLeftTask = new TimerTask(){
#Override
public void run() {
handler.post(new Runnable() {
#Override
public void run() {
moveLeft(v);
}
});
}};
movingLeft.scheduleAtFixedRate(holdLeftTask,0,holdMovementPeriod);
}
private void holdRight(){
movingRight = new Timer();
final View v = new View(this);
TimerTask holdRightTask = new TimerTask(){
#Override
public void run() {
handler.post(new Runnable() {
#Override
public void run() {
moveRight(v);
}
});
}};
movingRight.scheduleAtFixedRate(holdRightTask,0,holdMovementPeriod);
}
private void generateNewGarbage(String garbage){
switch (garbage){
case "bigGarbage":
spawnBossGarbage = 40; //time to next spawn
BigGarbage newBigGarbage = new BigGarbage(MainActivity.this);
newBigGarbage.setListener(MainActivity.this);
bigGarbages.add(newBigGarbage);
screen.addView(newBigGarbage);
break;
case "smallGarbage":
levelChangeTime = new Random().nextInt(20)+3; //set seconds between 3 and 20 at random
//this create SmallGarbage and initialize its task
SmallGarbage newGarbage = new SmallGarbage(MainActivity.this);
newGarbage.setListener(MainActivity.this); // set listener for garbage
smallGarbages.add(newGarbage);
screen.addView(newGarbage);
break;
case "lifePoint":
spawnHeart=30; //time to next spawn
//this create SmallGarbage and initialize its task
LifePoint newLifePoint = new LifePoint(MainActivity.this);
newLifePoint.setListener(MainActivity.this); // set listener for garbage
lifePoints.add(newLifePoint);
screen.addView(newLifePoint);
break;
}
}
//here starts the GarbageListener
#Override
public void handleAvoidedGarbage(String avoidedGarbage) {
gameView.avoidedGarbage(avoidedGarbage);
}
#Override
public boolean handleHitPlayer(int x, int y, String garbageType) {
return gameView.hitWasteChecker(x,y, garbageType);
}
#Override
public void handleLoseLife() {
gameView.loseLife();
}
//empty lives on screen, once they have landed or hit player
#Override
public void emptyLifePointList(){
lifePoints.clear();
lifePoints = new ArrayList<>();
}
//empty big garbage on screen, once they have landed or hit player
#Override
public void emptyBigGarbageList(){
bigGarbages.clear();
bigGarbages = new ArrayList<>();
}
//saving and setting length of played song
public static int getLengthOfSong() {
return lengthOfSong;
}
public static void setLengthOfSong(int lengthOfSong) {
MainActivity.lengthOfSong = lengthOfSong;
}
//onStop runs AFTER onBackPressed(), so lengthOfSong must be reset there
#Override
public void onBackPressed() {
super.onBackPressed();
backButtonPressed = true;
}
public static boolean isBackButtonPressed() {
return backButtonPressed;
}
public static void setBackButtonPressed(boolean backButtonPressed) {
MainActivity.backButtonPressed = backButtonPressed;
}
//this runs whenever the app is closed
#Override
protected void onStop(){
super.onStop();
//stop music
stopService(themeSong);
setLengthOfSong(0);
//pause game, this will also reset sound upon start
final View v = new View(this);
pauseFlag = false;
pauseGame(v);
}
}
FishView (deals with creating the player, rules and HANDELING the starting the game over screen)
public class FishView extends View {
private final Bitmap[] fish = new Bitmap[3];
private final Bitmap gameBackground;
private final Bitmap[] lifePoints = new Bitmap[2];
private int selectedFish;
private final Paint scorePaint = new Paint();
private int score, fishLives;
private static final int fishY = 1200;
private int fishX = 400;
private int speedX = 0;
private boolean leftPressed = false;
private boolean rightPressed = false;
public FishView(Context context) {
super(context);
//set background
gameBackground = BitmapFactory.decodeResource(getResources(),R.drawable.underwater);
//set default/start fish animations
leftFishAnimation();
//set selected fish animation to default start on 0
selectedFish = 0;
//set life points
lifePoints[1] = BitmapFactory.decodeResource(getResources(),R.drawable.lifepoint);
lifePoints[0] = BitmapFactory.decodeResource(getResources(),R.drawable.deadlife);
//set score
scorePaint.setColor(Color.WHITE);
scorePaint.setTextSize(80);
// scorePaint.setTypeface(Typeface.defaultFromStyle(Typeface.BOLD)); //??
scorePaint.setAntiAlias(true); //(graphic improvement) this removes the staircase effect aka make smoother
scorePaint.setTypeface(Typeface.SERIF);
score = 0;
//set fish lives
fishLives = 3;
}
//in a View, the onDraw method is called whenever:
//the view is initially drawn or whenever invalidate() is called on the view
//in our case we call on the constructor which initially the View
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//should maybe be canvas.getWidth() here
int canvasWidth=getWidth();
//set game boundaries
int minFishX = 0; //should not be able to go of screen (to the left)
int maxFishX = canvasWidth-fish[0].getWidth(); //furthers you can go to the right (to the right)
//check boundaries
if (fishX < minFishX) {
fishX = minFishX;
}
if (fishX > maxFishX) {
fishX = maxFishX;
}
//set position dependent on speed
fishX += speedX;
//draw background
canvas.drawBitmap(gameBackground, 0, 0, null);
//this draws the bitmap we decoded from the image
if (leftPressed){
speedX -= 15;
}
else if (rightPressed){
speedX += 15;
}
if (speedX != 0){
while (speedX != 0){
if (leftPressed){
fishX -= 1;
speedX += 1;
canvas.drawBitmap(fish[selectedFish],fishX,fishY,null);
invalidate();
}
else if (rightPressed){
fishX += 1;
speedX -= 1;
canvas.drawBitmap(fish[selectedFish],fishX,fishY,null);
invalidate();
}
}}
else{ //if nothing happens when we stay here
canvas.drawBitmap(fish[selectedFish],fishX,fishY, null);
}
leftPressed=false;
rightPressed=false;
//draw score
canvas.drawText("Score: " + score, 20 , 90, scorePaint);
//draw life points and life point we have lost
for (int lives = 0; lives < 3 ; lives++) {
int lifeX = 650 + 140*lives;
int lifeY = 10;
if (lives < fishLives){
canvas.drawBitmap(lifePoints[1],lifeX,lifeY,null);
}
else{
canvas.drawBitmap(lifePoints[0],lifeX,lifeY,null);
}
}
}
public boolean hitWasteChecker(int x, int y, String garbageType){
switch (garbageType){
//define hit boxes
//first check is how far above, second how much underneath, third how much to the left, and fourth how much to the right
case "smallGarbage":
return fishY <= y + 80 && fishY + fish[selectedFish].getHeight() >= y + 75 && fishX <= x + 75 && x + 20 <= (fishX + fish[selectedFish].getWidth());
case "bigGarbage":
return fishY <= y + 170 && fishY + fish[selectedFish].getHeight() >= y + 75 && fishX <= x + 180 && x + 20 <= (fishX + fish[selectedFish].getWidth());
case "lifePoint":
if (fishY <= y + 25 && fishY + fish[selectedFish].getHeight() >= y + 60 && fishX <= x + 110 && x + 35 <= (fishX + fish[selectedFish].getWidth())){
if (fishLives<3){fishLives++;
return true;} //if not full life gain a life
if (fishLives==3){score+=40; //if already full life then gain 40 points
return true;}}
return false;
default:
return false;
}}
public void loseLife(){
fishLives--;
if (fishLives<=0){
//stop theme song from playing
getContext().stopService(MainActivity.themeSong);
//through these lines a new Activity can be created from a View
Intent gameOverIntent = new Intent(getContext(), GameOverActivity.class);
gameOverIntent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_CLEAR_TASK); //not possible to go back from game over screen
gameOverIntent.putExtra("final score", score); // send data to game over activity
getContext().startActivity(gameOverIntent);
((MainActivity) getContext()).overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out);
((MainActivity) getContext()).finish(); //TIMERS is till running
}
}
public void leftFishAnimation(){
fish[0] = BitmapFactory.decodeResource(getResources(),R.drawable.leftfish1);
fish[1] = BitmapFactory.decodeResource(getResources(),R.drawable.leftfish2);
}
public void rightFishAnimation(){
fish[0] = BitmapFactory.decodeResource(getResources(),R.drawable.rightfish1);
fish[1] = BitmapFactory.decodeResource(getResources(),R.drawable.rightfish2);
}
public void setLeftPressed(boolean leftPressed) {
this.leftPressed = leftPressed;
}
public void setRightPressed(boolean rightPressed) {
this.rightPressed = rightPressed;
}
public int getSelectedFish() {
return selectedFish;
}
public void setSelectedFish(int selectedFish) {
this.selectedFish = selectedFish;
}
public void avoidedGarbage(String avoidedGarbage){
switch (avoidedGarbage){
case "smallGarbage":
score += 10;
break;
case "bigGarbage":
score += 25;
break;
}
}
}
GameOver: (display the game over screen)
public class GameOverActivity extends AppCompatActivity {
//create instance of database
private DatabaseHelper db;
private EditText usernameInput;
private int score;
private MediaPlayer gameOverSound;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_game_over);
score = Objects.requireNonNull(getIntent().getExtras()).getInt("final score");
usernameInput = findViewById(R.id.addUsername);
db = new DatabaseHelper(this);
//easier way of doing it
gameOverSound = MediaPlayer.create(this, R.raw.gameoversound);
gameOverSound.setVolume(0.2f,0.2f);
gameOverSound.start();
String yourFinalScore = "Your final score: " + score;
TextView finalScore = findViewById(R.id.finalScore);
finalScore.setText(yourFinalScore);
}
public void restartGame(View v){
Intent restartIntent = new Intent(this, MainActivity.class);
restartIntent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_CLEAR_TASK); //so we can't go back to game over
startActivity(restartIntent);
overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out); //transition between activities
finish(); //end this activity, MainActivity is already ended so can't only call on finish here to go back
}
public void backToStartMenu(View view) {
Intent startMenuIntent = new Intent(this, MenuActivity.class);
startActivity(startMenuIntent);
overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out);
finish(); //end this activity
}
public void addHighscore(View view) {
String writtenUsername = usernameInput.getText().toString();
if (!writtenUsername.equals("") && score != 0){
//insert writtenUsername and score into database
boolean insertedData = db.insertData(writtenUsername, score);
if (insertedData){
Toast.makeText(this, "Highscore was added", Toast.LENGTH_SHORT).show();
Intent startMenuIntent = new Intent(this, MenuActivity.class);
startActivity(startMenuIntent);
overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out);
finish();}
else{
Toast.makeText(this, "Highscore couldn't be added", Toast.LENGTH_SHORT).show();
}
}
}
//this runs whenever the app is closed, mobile arrow is pressed or we switch activity
#Override
protected void onStop(){
super.onStop();
gameOverSound.stop();
gameOverSound.release(); //solve error: if run twice the app will close because we cant release it twice
}
//if pressed mobile back button go back to start menu
#Override
public void onBackPressed() {
super.onBackPressed();
View v = new View(this);
backToStartMenu(v);
}
}
What I find weird about this problem is that the MainActivity, with the player animation and all the falling view objects, runs fine. However, something as small as the game over screen is lagging. This leaves me to believe that I somehow don't quit my Activities as I should which leads to the main thread not being able to handel it. Anyways thank you for your time! :)
Update:
I checked it and it seems to be some real problem with the transition from MainActivity to GameOver. Using Android help -> find-action -> profiler,
I was able to see that the memory useage was about 110 MB while in MainActivity and as soon as I got to the game over screen it went all the way up to 400 MB. But still I'm not able to locate why it occurs.
I figured it out. The problem was the sharp background image that I was using in my GameOver screen, apparently it was too much for the game too handle. So if you have any similar problem try changing the images and backgrounds on the screen.

spinningwheel animation not accurate

To gain experience in android I'm making a decisionmaking app. I'm trying to add a spinning wheel (wheel of fortune like). I have an animation that works fine (just need some little tweaking but fine for now). The problem I'm having is to detect where the wheel has stopped. If I look at the rotation and match it to precalculated values it makes sense, but visually it seems off.
For example:
Begin state is always like this. I tap it and it starts to rotate.
It stops rotating at red (visually), but in the model it says 51, hence my model detects it stopped rotating at yellow:
Cur pos and Prev pos is not currently implemented. Rnd pos is the relative number of degrees it needs to rotate (relative to 0). Rnd rot is number of extra rotations it has to make before stopping. True pos is the absolute number of degrees it has to rotate. Total time: the time the animation takes. Corner: number of degrees one piece has.
SpinWheel method in activity:
private void spinWheel() {
Roulette r = Roulette.getInstance();
r.init(rouletteItemsDEBUG);
r.spinRoulette();
final int truePos = r.getTruePosition();
final long totalTime = r.getTotalTime();
final ObjectAnimator anim = ObjectAnimator.ofFloat(imgSpinningWheel, "rotation", 0, truePos);
anim.setDuration(totalTime);
anim.setInterpolator(new DecelerateInterpolator());
anim.addListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animation) {
imgSpinningWheel.setEnabled(false);
}
#Override
public void onAnimationEnd(Animator animation) {
imgSpinningWheel.setEnabled(true);
txtResult.setText(Roulette.getInstance().getSelectedItem().getValue());
Log.d(TAG, Roulette.getInstance().toString());
Log.d(TAG, imgSpinningWheel.getRotation() + "");
Log.d(TAG, imgSpinningWheel.getRotationX() + "");
Log.d(TAG, imgSpinningWheel.getRotationY() + "");
}
#Override
public void onAnimationCancel(Animator animation) {
}
#Override
public void onAnimationRepeat(Animator animation) {
}
});
anim.start();
}
Roulette.java:
public class Roulette {
private static Roulette instance;
private static final long TIME_IN_WHEEL = 1000; //time in one rotation (speed of rotation)
private static final int MIN_ROT = 5;
private static final int MAX_ROT = 6;
private static final Random rnd = new Random();
private RouletteItem currentItem;
private RouletteItem[] rouletteItems;
private NavigableMap<Integer, RouletteItem> navigableMap;
private int randomRotation;
private int randomPosition;
private int truePosition;
private int corner;
private long totalTime;
private Roulette() {
}
public void init(RouletteItem[] rouletteItems) {
this.rouletteItems = rouletteItems;
navigableMap = new TreeMap<>();
for (int i = 0; i < getNumberOfItems(); i++) {
navigableMap.put(i * 51, rouletteItems[i]);
}
}
public void spinRoulette() {
if (rouletteItems == null || rouletteItems.length < 2) {
throw new RouletteException("You need at least 2 rouletteItems added to the wheel!");
}
calculateCorner();
calculateRandomPosition();
calculateRandomRotation();
calculateTruePosition();
calculateTotalTime();
}
/**
* Pinpoint random position in the wheel
*/
private void calculateRandomPosition() {
randomPosition = corner * rnd.nextInt(getNumberOfItems());
}
/**
* Calculates the points one RouletteItem has
*/
private void calculateCorner() {
corner = 360 / getNumberOfItems();
}
/**
* Calculates the time needed to spin to the chosen random position
*/
private void calculateTotalTime() {
totalTime = (TIME_IN_WHEEL * randomRotation + (TIME_IN_WHEEL / 360) * randomPosition);
}
/**
* Calculates random rotation
*/
private void calculateRandomRotation() {
randomRotation = MIN_ROT + rnd.nextInt(MAX_ROT - MIN_ROT);
}
/**
* Calculates the true position
*/
private void calculateTruePosition() {
truePosition = (randomRotation * 360 + randomPosition);
}
//getters and to string omitted
}
The map is used to map rouletteItems to a range of degrees.
My guess is that the animation takes too long or something like that. But I don't really see how to fix it. Anyone who does?
Thanks in advance!
Um, doesn't Java implement rotation in radians rather than degrees?
That could lead to a offset between the visual rotation graphic and the number from the maths. Perhaps check by replacing all the assumed degree calculations (ie x/360) with radian calcs (ie. x/(2*pi))?

Libgdx time lag and delta value issue ( used with Spine to run Skeleton animation)

I am using the Libgdx framework along with Spine to do Skeleton animation using Atlas and exported Json file. In the file there are many animations. I am able to load animations from the json file. But there are 2 issues :
Lag when animation starts : there is a lag of 3-4 seconds before the animation starts. I see a black screen and then the animation works.
Delta - i have some issues with the delta time. Only some animations are running from the default delta value, however if i change ( increment or decrease the delta value), different animations give different results.
Cant understand what to do ? I have searched thoroughly in the internet but haven't found the solution.
I am posting my code below:
This is my Main Class
public class AndroidLauncher extends AndroidApplication
{
SpriteBatch batch;
Texture img;
ShapeRenderer renderer;
TextureAtlas atlas;
Skeleton skeleton;
Animation animation;
float time;
Bone root;
float x,y;
View spine_view;
private Screen curScreen; // the current screen
#Override
protected void onCreate (Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
//initialize(new Main(20), config);
spine_view=initializeForView(new ApplicationListener()
{
#Override
public void resume()
{
curScreen.resume();
}
#Override
public void resize(int width, int height)
{
}
#Override
public void render()
{
curScreen.render((Gdx.graphics.getDeltaTime()/(1.5f))); //call the rendermethod with the delta time as parameter
}
#Override
public void pause()
{
curScreen.pause();
}
#Override
public void dispose()
{
curScreen.dispose();
}
#Override
public void create()
{
Gdx.graphics.getWidth();
Gdx.graphics.getHeight();
Firstscreen temp = new Firstscreen();//just an example of the first screen to load up
setScreen(temp);
}
}, config);
LinearLayout l1 = (LinearLayout) findViewById(R.id.container);
l1.addView(spine_view);
}
public void setScreen(Screen s) {
if (curScreen != null) {
curScreen.hide();
curScreen.dispose();
}
curScreen = s;
curScreen.show();
}
}
...............................................
And this is the screen Iam rendering
public class Firstscreen implements Screen
{
SpriteBatch batch;
Texture img;
ShapeRenderer renderer;
TextureAtlas atlas;
Skeleton skeleton;
Animation animation;
float time;
Bone root;
float x,y;
int count =0;
#Override
public void render(float delta)
{
// track
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
time += delta;
animation.apply(skeleton,delta,time, false, null);
SkeletonRenderer render = new SkeletonRenderer();
batch.begin();
render.draw(batch, skeleton);
skeleton.updateWorldTransform();
batch.end();
}
#Override
public void resize(int width, int height)
{
}
#Override
public void show()
{
batch = new SpriteBatch();
renderer = new ShapeRenderer();
atlas = new TextureAtlas(Gdx.files.internal("abc.atlas"));
SkeletonJson json = new SkeletonJson(atlas);
// set the scale of skeleton
json.setScale(0.3f);
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("skeleton.json"));
skeleton = new Skeleton(skeletonData);
skeleton.setToSetupPose();
skeleton.setSkin("Carla");
// set the position of the skeleton to render( here middle)
skeleton.setPosition((Gdx.graphics.getWidth()/2)-(x/2),( Gdx.graphics.getHeight()/2)-(y/2));
//animation = skeletonData.findAnimation("KID-LEVEL 2 - Couch potato");
animation = skeletonData.findAnimation("LEVEL 91- Around a world");
//animation = skeletonData.findAnimation("KID-LEVEL 7 - Super Hero");
}
#Override
public void hide()
{
}
#Override
public void pause()
{
}
#Override
public void resume()
{
}
#Override
public void dispose()
{
batch.dispose();
}
}
That's happens beacuse you are managing a timeline manually.
Use AnimationState instead:
Skeleton skeleton = new Skeleton(skeletonData);
// sctruct for mix animations
AnimationStateData stateData = new AnimationStateData(skeletonData);
// and state
AnimationState state = new AnimationState(stateData);
In some update method (or render, if you prefer update while rendering) call something like this:
state.update(delta);
And in the actual render method:
// apply the state to skeleton
state.apply(skeleton);
// update transformations
skeleton.updateWorldTransform();
// draw then
render.draw(batch, skeleton);
So, AnimationState isn't designed not for managing the delta only, you can play&mix animations using it:
state.setAnimation(0, "LEVEL 91- Around a world", isLoop);
To change animation speed use setTimeScale:
state.setTimeScale(0.5f); // set any time scale you want
Also, you may have some perfomance issues because you calling new SkeletonRenderer() in render method. To fix that, move this code to constructor.

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);
}
}

Smooth zoom in mapview

When I use MapController.setZoom(x) and, for instance, zoom from level 5 to 15 the zoom is perform very fast and often the map tiles of the new level are not loaded.
This does not look so good to the user. Any Maps build in function to change this to a more slow zoom so tiles can be loaded, or at least almost loaded, before level 15 is reached?
Best regards
P
A simpler way is to take advantage of the MapController.zoomIn() method that provides some simple animation for zooming a step level.
Here's some code:
// a Quick runnable to zoom in
int zoomLevel = mapView.getZoomLevel();
int targetZoomLevel = 18;
long delay = 0;
while (zoomLevel++ < targetZoomLevel) {
handler.postDelayed(new Runnable() {
#Override
public void run() {
mapController.zoomIn();
}
}, delay);
delay += 350; // Change this to whatever is good on the device
}
What it does is create a sequence of delayed runnables each one of which will call zoomIn() 350ms after the previous one.
This assumes that you have a Handler attached to your main UI thread called 'handler'
:-)
There's no simple way to do this. However, I can help you out.
Firstly, here's a free gift of one of my personal utility classes, Tween.java:
import android.os.Handler;
public class Tween {
public static interface TweenCallback {
public void onTick(float time, long duration);
public void onFinished();
}
long start;
long duration;
Handler handler;
TweenCallback callback;
public Tween(TweenCallback callback) {
handler = new Handler();
this.callback = callback;
}
public void start(final int duration) {
start = android.os.SystemClock.uptimeMillis();
this.duration = duration;
tickRunnable.run();
}
public void stop() {
handler.removeCallbacks(tickRunnable);
}
Runnable tickRunnable= new Runnable() {
public void run() {
long now = android.os.SystemClock.uptimeMillis();
float time = now - start;
boolean finished = (time >= duration);
if (finished) {
time = duration;
}
callback.onTick(time, duration);
if (!finished) {
handler.post(tickRunnable);
}
else {
callback.onFinished();
}
}
};
//
// Tweening functions. The 4 parameters are :
//
// t - time, ranges from 0 to d
// b - begin, i.e. the initial value for the quantity being changed over time
// c - change, the amount b will be changed by at the end
// d - duration, of the transition, normally in milliseconds.
//
// All were adapted from http://jstween.sourceforge.net/Tween.js
//
public static float strongEaseInOut(float t, float b, float c, float d) {
t/=d/2;
if (t < 1) return c/2*t*t*t*t*t + b;
return c/2*((t-=2)*t*t*t*t + 2) + b;
}
public static float regularEaseIn(float t, float b, float c, float d) {
return c*(t/=d)*t + b;
}
public static float strongEaseIn(float t, float b, float c, float d) {
return c*(t/=d)*t*t*t*t + b;
}
}
What I recommend you do is use MapController.zoomToSpan() in conjunction with a Tween... here's some completely untested code that should work, maybe with a tweak or two, you just pass it the target lat & lon spans. :
public void slowZoom(int latE6spanTarget, int lonE6spanTarget) {
final float initialLatE6span = mapView.getLatitudeSpan();
final float initialLonE6span = mapView.getLongitudeSpan();
final float latSpanChange = (float)(latE6spanTarget - initialLatE6span);
final float lonSpanChange = (float)(lonE6spanTarget - initialLonE6span);
Tween tween = new Tween(new Tween.TweenCallback() {
public void onTick(float time, long duration) {
float latSpan = Tween.strongEaseIn(time, initialLatE6span, latSpanChange, duration);
float lonSpan = Tween.strongEaseIn(time, initialLonE6span, lonSpanChange, duration);
mapView.getController().zoomToSpan((int)latSpan, (int)lonSpan);
}
public void onFinished() {
}
});
tween.start(5000);
}

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