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Jonathan
/
BallJumper
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Fixed a bug where the panels were rendered wrong.
master
1 parent
70e68ec
commit
47dfc9896a27203573eafbb30891ba322725fe65
Jonathan Ström
authored
on 29 Jul 2017
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1 changed file
app/src/main/java/jonathan/balljumper/GameSurfaceView.java
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app/src/main/java/jonathan/balljumper/GameSurfaceView.java
package jonathan.balljumper; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.ColorFilter; import android.graphics.LightingColorFilter; import android.graphics.Paint; import android.graphics.Point; import android.graphics.Rect; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import java.util.Random; import jonathan.balljumper.classes.Ball; import jonathan.balljumper.classes.Panel; /** * Created by Jonathan on 27/07/2017. */ public class GameSurfaceView extends SurfaceView implements Runnable { private boolean isRunning = false; private Thread gameThread; private SurfaceHolder holder; private Point screenSize; private Ball ball; private Panel[] panelList; private final static int MAX_FPS = 40; private final static int FRAME_PERIOD = 1000 / MAX_FPS; public GameSurfaceView(Context context) { super(context); // Get and set window size. screenSize = new Point(); ((Activity)getContext()).getWindowManager() .getDefaultDisplay() .getSize(screenSize); holder = getHolder(); holder.addCallback(new SurfaceHolder.Callback() { @Override public void surfaceCreated(SurfaceHolder holder) { } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { screenSize.x = width; screenSize.y = height; } @Override public void surfaceDestroyed(SurfaceHolder holder) { } }); // Initialize ball. int ballRadius = 35; ball = new Ball(screenSize.x / 2 - ballRadius / 2, (screenSize.y / 3) * 2 - ballRadius, ballRadius, Color.argb(255, 200, 34, 34)); // Initialize all panels. panelList = new Panel[10]; int height = 0; Random random = new Random(); int panelWidth = 150; float px = random.nextInt(screenSize.x - panelWidth); float py = height - random.nextInt(screenSize.y / 3); for (int i = 0; i < panelList.length; ++i) { panelList[i] = new Panel(px, py, panelWidth, 30, Color.GRAY); } } /** * Start or resume the game. */ public void resume() { isRunning = true; gameThread = new Thread(this); gameThread.start(); } /** * Pause the game loop */ public void pause() { isRunning = false; boolean retry = true; while (retry) { try { gameThread.join(); retry = false; } catch (InterruptedException e) { // Try shutting down the thread again. } } } /** * Updates each frame. */ protected void update() { // Game mechanics if (ball.getBottom() >= screenSize.y) { ball.bounce(); } else if (ball.getTop() <= 0) { ball.bounce(); } ball.setY(ball.getY() + ball.getSpeed() * ball.getDirection().y); for (int i = 0; i < panelList.length; ++i) { if (ball.getDirection().y == -1) { panelList[i].setY(panelList[i].getY() + panelList[i].getSpeed()); // If panel is below check, erase... } if (ball.getBottom() > panelList[i].getTop()) { if (ball.getX() > panelList[i].getX()) { ball.bounce(); } } } } /** * Render everything to the screen. * @param canvas Canvas to be used when rendering. */ protected void render(Canvas canvas) { // Reset background canvas.drawColor(Color.GREEN); // Render ball ball.draw(canvas); // Render panels for (Panel panel : panelList) { Paint pPanel = new Paint(); pPanel.setColor(panel.getColor()); canvas.drawRect(panel.getX(), panel.getY(), panel.getWidth() + panel.getX(), panel.getHeight() + panel.getY(), pPanel); } } @Override public void run() { while(isRunning) { // Make sure the surface is ready if (! holder.getSurface().isValid()) { continue; } long started = System.currentTimeMillis(); // Update objects. update(); // Render objects to screen. Canvas canvas = holder.lockCanvas(); if (canvas != null) { render(canvas); holder.unlockCanvasAndPost(canvas); } // Make sure update, updates accordingly to the FPS. float deltaTime = (System.currentTimeMillis() - started); int sleepTime = (int) ((FRAME_PERIOD - deltaTime) / 2); if (sleepTime > 0) { try { gameThread.sleep(sleepTime); } catch (InterruptedException e) { } } while (sleepTime < 0) { update(); sleepTime += FRAME_PERIOD; } } } @Override public boolean onTouchEvent(MotionEvent event) { super.onTouchEvent(event); float x = event.getX(); float y = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_MOVE: ball.setX(x); break; } return true; } }
package jonathan.balljumper; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.ColorFilter; import android.graphics.LightingColorFilter; import android.graphics.Paint; import android.graphics.Point; import android.graphics.Rect; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import java.util.Random; import jonathan.balljumper.classes.Ball; import jonathan.balljumper.classes.Panel; /** * Created by Jonathan on 27/07/2017. */ public class GameSurfaceView extends SurfaceView implements Runnable { private boolean isRunning = false; private Thread gameThread; private SurfaceHolder holder; private Point screenSize; private Ball ball; private Panel[] panelList; private final static int MAX_FPS = 40; private final static int FRAME_PERIOD = 1000 / MAX_FPS; public GameSurfaceView(Context context) { super(context); // Get and set window size. screenSize = new Point(); ((Activity)getContext()).getWindowManager() .getDefaultDisplay() .getSize(screenSize); holder = getHolder(); holder.addCallback(new SurfaceHolder.Callback() { @Override public void surfaceCreated(SurfaceHolder holder) { } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { screenSize.x = width; screenSize.y = height; } @Override public void surfaceDestroyed(SurfaceHolder holder) { } }); // Initialize ball. int ballRadius = 35; ball = new Ball(screenSize.x / 2 - ballRadius / 2, (screenSize.y / 3) * 2 - ballRadius, ballRadius, Color.argb(255, 200, 34, 34)); // Initialize all panels. panelList = new Panel[10]; int height = 0; Random random = new Random(); int panelWidth = 100; float px = random.nextInt(screenSize.x - panelWidth); float py = height - random.nextInt(screenSize.y / 3); for (int i = 0; i < panelList.length; ++i) { panelList[i] = new Panel(px, py, px + panelWidth, 30, Color.GRAY); } } /** * Start or resume the game. */ public void resume() { isRunning = true; gameThread = new Thread(this); gameThread.start(); } /** * Pause the game loop */ public void pause() { isRunning = false; boolean retry = true; while (retry) { try { gameThread.join(); retry = false; } catch (InterruptedException e) { // Try shutting down the thread again. } } } /** * Updates each frame. */ protected void update() { // Game mechanics if (ball.getBottom() >= screenSize.y) { ball.bounce(); } else if (ball.getTop() <= 0) { ball.bounce(); } ball.setY(ball.getY() + ball.getSpeed() * ball.getDirection().y); for (int i = 0; i < panelList.length; ++i) { if (ball.getDirection().y == -1) { panelList[i].setY(panelList[i].getY() + panelList[i].getSpeed()); // If panel is below check, erase... } if (ball.getBottom() > panelList[i].getTop()) { if (ball.getX() > panelList[i].getX()) { ball.bounce(); } } } } /** * Render everything to the screen. * @param canvas Canvas to be used when rendering. */ protected void render(Canvas canvas) { // Reset background canvas.drawColor(Color.GREEN); // Render ball ball.draw(canvas); // Render panels for (Panel panel : panelList) { Paint pPanel = new Paint(); pPanel.setColor(panel.getColor()); canvas.drawRect(panel.getX(), panel.getY(), panel.getWidth(), panel.getHeight() + panel.getY(), pPanel); } } @Override public void run() { while(isRunning) { // Make sure the surface is ready if (! holder.getSurface().isValid()) { continue; } long started = System.currentTimeMillis(); // Update objects. update(); // Render objects to screen. Canvas canvas = holder.lockCanvas(); if (canvas != null) { render(canvas); holder.unlockCanvasAndPost(canvas); } // Make sure update, updates accordingly to the FPS. float deltaTime = (System.currentTimeMillis() - started); int sleepTime = (int) (FRAME_PERIOD - deltaTime); if (sleepTime > 0) { try { gameThread.sleep(sleepTime / 2); } catch (InterruptedException e) { } } while (sleepTime < 0) { update(); sleepTime += FRAME_PERIOD; } } } @Override public boolean onTouchEvent(MotionEvent event) { super.onTouchEvent(event); float x = event.getX(); float y = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_MOVE: ball.setX(x); break; } return true; } }
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