Note that there are some explanatory texts on larger screens.

plurals
  1. POShow Dialog in Game with canvas
    primarykey
    data
    text
    <p>After finding that starting a new intent might not be the right way to notify user of GameOver, I'm now struggeling with runOnUiThread, Runnable and dialogs..</p> <p>Question : How and where would I implement a Dialog.show() to notify the user that the game has ended? In my Log, it all works fine (so I managed to get the message Game end when it's supposed to). At some point, boolean GameManger.LevelEnded switches to true. When that happens, I want to show the Dialog..</p> <p>I've experimented with runOnUiThread, Runnable and Async threads. Can't figure it out.</p> <p>I have a game. Activity AppelzActivity :</p> <pre><code>public class AppelzActivity extends Activity { /** Called when the activity is first created. */ private static final String TAG = AppelzActivity.class.getSimpleName(); @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(null); // requesting to turn the title OFF requestWindowFeature(Window.FEATURE_NO_TITLE); // making it full screen getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); // set our MainGamePanel as the View setContentView(new MainGamePanel(this)); Log.d(TAG, "View added"); } } </code></pre> <p>My MainGamePanel class :</p> <pre><code>public class MainGamePanel extends SurfaceView implements SurfaceHolder.Callback { // DECLARING VARS (REMOVED FOR READABILITY) public MainGamePanel(Context context) { super(context); getHolder().addCallback(this); Display display = ((WindowManager) getContext().getSystemService(Context.WINDOW_SERVICE)) .getDefaultDisplay(); GameManager.panel = this; width = display.getWidth(); height = display.getHeight(); RectScreen.set(0,0,width,height); // CREATING CONTROLS, MISSION AND VISIBLE OBJECTS (REMOVED FOR READABILITY) thread = new MainThread(getHolder(), this); setFocusable(true); } @Override public void surfaceCreated(SurfaceHolder holder) { thread.setRunning(true); } // HANDELING ON TOUCH EVENTS AND SUCH (REMOVED FOR READABILITY) @Override protected void onDraw(Canvas canvas) { // fills the canvas with black canvas.drawColor(Color.BLACK); backGnd.draw(canvas); basket.draw(canvas); for (int i = 0; i &lt; AppleList.size();i++){ AppleList.get(i).draw(canvas); } btnMoreFruit.draw(canvas); btnLessFruit.draw(canvas); if (GameManager.count){ glyphsCount.drawString(MainThread.canvas, Integer.toString(GameManager.i), (width/2-120), (height/2-120)); } } } </code></pre> <p>And finally, the MainThread class :</p> <pre><code>public class MainThread extends Thread { private static final String TAG = MainThread.class.getSimpleName(); private SurfaceHolder surfaceHolder; private MainGamePanel gamePanel; private DialogManager dialogManager; public static boolean running; public static Canvas canvas; public void setRunning(boolean running) { MainThread.running = running; } public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) { super(); this.surfaceHolder = surfaceHolder; this.gamePanel = gamePanel; this.dialogManager = dialogManager; } @Override public void run() { // Canvas canvas; Log.d(TAG, "Starting game loop"); while (running) { MainThread.canvas = null; // try locking the canvas for exclusive pixel editing on the surface try { MainThread.canvas = this.surfaceHolder.lockCanvas(); synchronized (surfaceHolder) { // update game state this.gamePanel.update(); // render state to the screen // draws the canvas on the panel this.gamePanel.onDraw(MainThread.canvas); } } finally { // in case of an exception the surface is not left in // an inconsistent state if (MainThread.canvas != null) { surfaceHolder.unlockCanvasAndPost(MainThread.canvas); } } // end finally } } } </code></pre> <p>Basket.java - This is an object in the game. As you can see, if it is in a certain position, I start a CountDown :</p> <pre><code>public class basket { private Bitmap bitmap; // the actual bitmap private int x; // the X coordinate private int y; // the Y coordinate' public static int width; public static int height; public float X = 100; public float Y = 100; private boolean touched; // if droid is touched/picked up public basket(Bitmap bitmap, int x, int y) { this.bitmap = bitmap; width = bitmap.getWidth(); height = bitmap.getHeight(); } public Bitmap getBitmap() { return bitmap; } public void setBitmap(Bitmap bitmap) { this.bitmap = bitmap; } public int getWidth(){ return bitmap.getWidth(); } public int getHeight(){ return bitmap.getHeight(); } public int getX() { return x; } public void setX(float x) { // if basket is further than slotmargin if (x + width/2 &gt; SlotManager.SlotmarginX) { // if basket is NOT in CheckOut area if (this.Y &lt; MainGamePanel.height - 80 - height/2){ x = SlotManager.SlotmarginX - width/2; } else { // if basket IS in CheckOut area x = MainGamePanel.width - width/2; // Start the countdown timer if not already running if (!GameManager.count){ GameManager.count=true; // --- HERE I START COUNTDOWN GameManager.handler.postDelayed(GameManager.runnable, 0); } } } else { // Basket is NOT in CheckOut area; stop countdown timer GameManager.count=false; } this.X = x; } public int getY() { return y; } public void setY(int y) { if (y + height/2 &gt; MainGamePanel.height - 80){ y = MainGamePanel.height - 80 - height/2; } this.Y = y; } public boolean isTouched() { return touched; } public void setTouched(boolean touched) { this.touched = touched; } public void draw(Canvas canvas) { canvas.drawBitmap(bitmap, X - width/2, Y - height/2, null); } public void handleActionDown(int eventX, int eventY) { if (eventX &gt;= (X - width/ 2) &amp;&amp; (eventX &lt;= (X + width/2))) { if (eventY &gt;= (Y - height/ 2) &amp;&amp; (eventY &lt;= (Y + height/ 2))) { // basket touched setTouched(true); } else { setTouched(false); } } else { setTouched(false); } } } </code></pre> <p>The CountDown in GameManager is :</p> <pre><code> @Override public void run() { if (SlotManager.alSlottedFruitList.size() &gt; 0){ //TODO Create Full screen countdown timer Log.d("", "Countdown Timer in GameManager " + i); i--; if (count &amp;&amp; i &gt; -1) // stop timer when count is false { handler.postDelayed(runnable, 1000); } else { if (i == -1){ Log.d("", "RoundUp the Level"); // --- HERE I WANT TO DO A LEVEL END AND SHOW THE DIALOG } // reset Countdown (if basket outside checkout) i = 6; } } else { // reset Countdown (if slot has no fruits) i = 6; } } }; public static void startCountDown() { handler.postDelayed(GameManager.runnable, 0); } public static void finishRound() { listener.onRoundFinished(); } public static List&lt;Integer&gt; missionlist; public static void CreateMission(){ int maxtotalitems = 6; missionlist = new ArrayList&lt;Integer&gt;(); Random Rnd = new Random(); for (int FruitType = 0; FruitType &lt; FruitManager.fruitResources.size();FruitType++){ for (int x = 0; x &lt; Rnd.nextInt(maxtotalitems); x++){ missionlist.add(FruitType); }} // --- HERE I WANT TO SHOW A DIALOG CONTAINING THE MISSION for (int x = 0; x &lt; FruitManager.fruitResources.size();x++){ Log.d("MISSION", "Mission for " + x + " : " + Collections.frequency(missionlist, x)); } // Let's show the Dialog containing the mission } public void LevelEnd(){ // First, count the Fruits in the slot SlotManager.countSlotInv(); List&lt;Integer&gt; list = new ArrayList&lt;Integer&gt;(); // Fill itemIds with the types of fruits for (apple a : SlotManager.alSlottedFruitList){ Integer itemId = Integer.valueOf(a.FruitType); list.add(itemId); } for (int key = 0; key &lt; 3 ; key++) { boolean succeed = CheckMissionComplete(key, Collections.frequency(list, key)); System.out.println(key + " : " + Collections.frequency(list, key)); Log.d("MISSION", "Number : " + key + " : succeed = " + succeed ); } listener.onRoundFinished(); } public boolean CheckMissionComplete(int key, int amount) { //CheckMission if (amount == Collections.frequency(missionlist, key)){ return true; } else { return false; } } public GameManager(GameListener listener) { this.listener = listener; } } </code></pre>
    singulars
    1. This table or related slice is empty.
    plurals
    1. This table or related slice is empty.
    1. This table or related slice is empty.
    1. This table or related slice is empty.
 

Querying!

 
Guidance

SQuiL has stopped working due to an internal error.

If you are curious you may find further information in the browser console, which is accessible through the devtools (F12).

Reload