Create a simple timer in a game - android

I would be very grateful if someone could explain how to create a simple timer in a game which starts off at 30 seconds and then goes back until 0. At 0 I would then stop the game and invoke a method which would allow the next player to take a turn.
Any advice would be appreciated. Thanks
Edit:
import android.os.CountDownTimer;
import android.widget.TextView;
public class MyCount extends CountDownTimer {
static TextView timeDisplay;
public MyCount(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
public void onFinish() {
timeDisplay.setText("Done!");
}
public void onTick(long millisUntilFinished) {
timeDisplay.setText("Left: " + millisUntilFinished / 1000);
}
}
In a seperate class I have created a method:
public void setTimer() {
timeDisplay = new TextView(this);
this.setContentView(timeDisplay);
MyCount counter = new MyCount(30000, 1000);
counter.start();
}
Within an onClick method I have called the method above:
public void onClick(View v) {
setTimer();
}
I'd appreciate any advice on this.

Related

What's wrong with my code here?

I'm trying to get my timer to display on the screen. Whenever I run the program, I get a NullPointerException in 2 places. I commented the lines that had the errors
myCountDownTimer = new MyCountDownTimer(31000, 1000);
myCountDownTimer.onTick(31000); //NullPointerException on this line
myCountDownTimer.onFinish();
Here's MyCountDownTimer Class
import android.os.CountDownTimer;
import android.widget.TextView;
public class MyCountDownTimer extends CountDownTimer {
TextView textCounter;
public MyCountDownTimer(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
#Override
public void onTick(long millisUntilFinished) {
textCounter.setText(String.valueOf(millisUntilFinished / 1000)); //NullPointerException on this line
}
#Override
public void onFinish() {
textCounter.setText("Finished");
}
}
Edit:
myCountDownTimer = new MyCountDownTimer(31000, 1000);
myCountDownTimer.thisText(textCounter);
myCountDownTimer.onTick(31000);
myCountDownTimer.onFinish();
and this was added to MyCountDownTimer
public TextView thisText(TextView textCounter){
return textCounter;
}
TextView textCounter; is null; if you created it in your activity then, create a constructor for your MyCountDownTimer and take TextView as parameter and put it in.. because if you create a TextView in your MyCountDownTimer its useless because you have to add it again to your content View..
like this
public class MyCountDownTimer extends CountDownTimer {
TextView textCounter;
public MyCountDownTimer(TextView textCounter, long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
this.textCounter = textCounter;
}
// now you can use textCounter and not get an exception
Hope it helps
You have to initialize your object before you use it:
TextView textCounter = new TextView();
You have one NullPointerException, they on the same command.

CounDownTimer how to set it for counting 2 times?

I'm doing an app which will use CountDownTimer
I would like to use 1 countdowntimer for 2 count downs.
If the time finishes, then a new time starts immediately, and so on.
For now I have something like this:
cdt = new CounDownTimer(time,1000) {
public void onTick(…) {
//code
}
public void onFinish() {
//and here I'm thinking to add a new time, but it doesn't work
}
};
How to do that? Or maybe is there other easier option to solve that problem?
Thanks for help!
Somewhere in your class newMyCountdownTimer(time, interval).start();
private class MyCountdownTimer extends CountDownTimer
{
public MyCountdownTimer(long millisInFuture, long countDownInterval)
{
super(millisInFuture, countDownInterval);
}
#Override
public void onFinish()
{
if (somecondition is satisfied) // be carefull otherwise the countdown keeps running
{
// newTime and newInterval are variables in the outer class
new MyCountdownTimer(newTime, newInterval).start();
}
}
#Override
public void onTick(long millisUntilFinished)
{
// TODO Auto-generated method stub
}
}

How to add timer to app

I am a new android developer. Recently, launched a word puzzle app - Wozzle
I want to add timer to the game so that a player gets a limited time to make a move. How to do that ? Also, the timer should be displayed to the player.
Try this,
public class CountDownTest extends Activity {
TextView tv; // textview to display the countdown
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
tv = new TextView(this);
this.setContentView(tv);
// 5000 is the starting number (in milliseconds)
// 1000 is the number to count down each time (in milliseconds)
MyCount counter = new MyCount(5000, 1000);
counter.start();
}
//countdowntimer is an abstract class, so extend it and fill in methods
public class MyCount extends CountDownTimer{
public MyCount(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
#Override
public void onFinish() {
tv.setText("done!");
}
#Override
public void onTick(long millisUntilFinished) {
tv.setText("Left: " + millisUntilFinished/1000);
}
}
}
Have a look at these links
A Stitch in Time
On screen timer in Android application?
stop watch logic
Android Game Programming: The Game Loop

Is there a Timer functionality in android? (Not the java.util.Timer)

Is there a timer functionality or timer that is a subclass of View in android that can be use to keep track the playing time of the user?
If I must build one, is it good to build a Thread or Runnable class that have a loop that put itself to sleep for 1000ms (Thread.sleep(1000)) then update itself. e.g.
public class TimerThread extends Runnable{
private int time;
boolean run = true;
public void run(){
while(run){
//update the View here
Thread.sleep(1000);
time++;
}
}
}
This might be helpful.
http://developer.android.com/reference/android/widget/Chronometer.html
I think you might need to Google for an example never really used it myself but I've heard of it.
Here is some code I use in one of my games. Hope it helps
MyCount counter = new MyCount(30000,10); //set to 30 seconds
counter.start();
public class MyCount extends CountDownTimer{
long time=0;
public MyCount(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
#Override
public void onFinish() {
clock.setText("You lose!"); //clock is a textfield in the game
restart(); //call you own restart method
}
#Override
public void onTick(long millisUntilFinished) {
DecimalFormat df=new DecimalFormat("#.##"); //import java.text.DecimalFormat;
clock.setText("Left: "+ df.format(millisUntilFinished/1000.0));
time=millisUntilFinished;
}
public long getTime(){
return time;
}
}
Take look at.
http://developer.android.com/reference/android/os/CountDownTimer.html
Just to provide more options, here is another approach: Updating the UI from a Timer

TimerTask in Android? [duplicate]

I have got an application where I need to show counter from 3 to 1 then quickly switch to another activity. Will TimerTask will be suitable for doing this? Can anybody show me an example of exactly how to do it?
CountDownTimer Worked. Code for showing timer for 3 seconds is.
new CountDownTimer(4000, 1000) {
public void onTick(long millisUntilFinished) {
Animation myFadeOutAnimation = AnimationUtils.loadAnimation(countdown.this, R.anim.fadeout);
counter.startAnimation(myFadeOutAnimation);
counter.setText(Long.toString(millisUntilFinished / 1000));
}
public void onFinish() {
counter.setText("done!");
}
}.start();
I would better use a CountDownTimer.
If you want for example your counter to count 3 seconds:
//new Counter that counts 3000 ms with a tick each 1000 ms
CountDownTimer myCountDown = new CountDownTimer(3000, 1000) {
public void onTick(long millisUntilFinished) {
//update the UI with the new count
}
public void onFinish() {
//start the activity
}
};
//start the countDown
myCountDown.start();
Use CountDownTimer as shown below.
Step1: create CountDownTimer class
class MyCount extends CountDownTimer {
public MyCount(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
public void onFinish() {
dialog.dismiss();
// Use Intent to Navigate from this activity to another
}
#Override
public void onTick(long millisUntilFinished) {
// TODO Auto-generated method stub
}
}
Step2: create an object for that class
MyCount counter = new MyCount(2000, 1000); // set your seconds
counter.start();

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