Search Results

Search found 1513 results on 61 pages for 'canvas'.

Page 26/61 | < Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >

  • Android map performance with > 800 overlays of KML data

    - by span
    I have some a shape file which I have converted to a KML file that I wish to read coordinates from and then draw paths between the coordinates on a MapView. With the help of this great post: How to draw a path on a map using kml file? I have been able to read the the KML into an ArrayList of "Placemarks". This great blog post then showed how to take a list of GeoPoints and draw a path: http://djsolid.net/blog/android---draw-a-path-array-of-points-in-mapview The example in the above post only draws one path between some points however and since I have many more paths than that I am running into some performance problems. I'm currently adding a new RouteOverlay for each of the separate paths. This results in me having over 800 overlays when they have all been added. This has a performance hit and I would love some input on what I can do to improve it. Here are some options I have considered: Try to add all the points to a List which then can be passed into a class that will extend Overlay. In that new class perhaps it would be possible to add and draw the paths in a single Overlay layer? I'm not sure on how to implement this though since the paths are not always intersecting and they have different start and end points. At the moment I'm adding each path which has several points to it's own list and then I add that to an Overlay. That results in over 700 overlays... Simplify the KML or SHP. Instead of having over 700 different paths, perhaps there is someway to merge them into perhaps 100 paths or less? Since alot of paths are intersected at some point it should be possible to modify the original SHP file so that it merges all intersections. Since I have never worked with these kinds of files before I have not been able to find a way to do this in GQIS. If someone knows how to do this I would love for some input on that. Here is a link to the group of shape files if you are interested: http://danielkvist.net/cprg_bef_cbana_polyline.shp http://danielkvist.net/cprg_bef_cbana_polyline.shx http://danielkvist.net/cprg_bef_cbana_polyline.dbf http://danielkvist.net/cprg_bef_cbana_polyline.prj Anyway, here is the code I'm using to add the Overlays. Many thanks in advance. RoutePathOverlay.java package net.danielkvist; import java.util.List; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.Path; import android.graphics.Point; import android.graphics.RectF; import com.google.android.maps.GeoPoint; import com.google.android.maps.MapView; import com.google.android.maps.Overlay; import com.google.android.maps.Projection; public class RoutePathOverlay extends Overlay { private int _pathColor; private final List<GeoPoint> _points; private boolean _drawStartEnd; public RoutePathOverlay(List<GeoPoint> points) { this(points, Color.RED, false); } public RoutePathOverlay(List<GeoPoint> points, int pathColor, boolean drawStartEnd) { _points = points; _pathColor = pathColor; _drawStartEnd = drawStartEnd; } private void drawOval(Canvas canvas, Paint paint, Point point) { Paint ovalPaint = new Paint(paint); ovalPaint.setStyle(Paint.Style.FILL_AND_STROKE); ovalPaint.setStrokeWidth(2); int _radius = 6; RectF oval = new RectF(point.x - _radius, point.y - _radius, point.x + _radius, point.y + _radius); canvas.drawOval(oval, ovalPaint); } public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { Projection projection = mapView.getProjection(); if (shadow == false && _points != null) { Point startPoint = null, endPoint = null; Path path = new Path(); // We are creating the path for (int i = 0; i < _points.size(); i++) { GeoPoint gPointA = _points.get(i); Point pointA = new Point(); projection.toPixels(gPointA, pointA); if (i == 0) { // This is the start point startPoint = pointA; path.moveTo(pointA.x, pointA.y); } else { if (i == _points.size() - 1)// This is the end point endPoint = pointA; path.lineTo(pointA.x, pointA.y); } } Paint paint = new Paint(); paint.setAntiAlias(true); paint.setColor(_pathColor); paint.setStyle(Paint.Style.STROKE); paint.setStrokeWidth(3); paint.setAlpha(90); if (getDrawStartEnd()) { if (startPoint != null) { drawOval(canvas, paint, startPoint); } if (endPoint != null) { drawOval(canvas, paint, endPoint); } } if (!path.isEmpty()) canvas.drawPath(path, paint); } return super.draw(canvas, mapView, shadow, when); } public boolean getDrawStartEnd() { return _drawStartEnd; } public void setDrawStartEnd(boolean markStartEnd) { _drawStartEnd = markStartEnd; } } MyMapActivity package net.danielkvist; import java.util.ArrayList; import java.util.Collection; import java.util.Iterator; import android.graphics.Color; import android.os.Bundle; import android.util.Log; import com.google.android.maps.GeoPoint; import com.google.android.maps.MapActivity; import com.google.android.maps.MapView; public class MyMapActivity extends MapActivity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); MapView mapView = (MapView) findViewById(R.id.mapview); mapView.setBuiltInZoomControls(true); String url = "http://danielkvist.net/cprg_bef_cbana_polyline_simp1600.kml"; NavigationDataSet set = MapService.getNavigationDataSet(url); drawPath(set, Color.parseColor("#6C8715"), mapView); } /** * Does the actual drawing of the route, based on the geo points provided in * the nav set * * @param navSet * Navigation set bean that holds the route information, incl. * geo pos * @param color * Color in which to draw the lines * @param mMapView01 * Map view to draw onto */ public void drawPath(NavigationDataSet navSet, int color, MapView mMapView01) { ArrayList<GeoPoint> geoPoints = new ArrayList<GeoPoint>(); Collection overlaysToAddAgain = new ArrayList(); for (Iterator iter = mMapView01.getOverlays().iterator(); iter.hasNext();) { Object o = iter.next(); Log.d(BikeApp.APP, "overlay type: " + o.getClass().getName()); if (!RouteOverlay.class.getName().equals(o.getClass().getName())) { overlaysToAddAgain.add(o); } } mMapView01.getOverlays().clear(); mMapView01.getOverlays().addAll(overlaysToAddAgain); int totalNumberOfOverlaysAdded = 0; for(Placemark placemark : navSet.getPlacemarks()) { String path = placemark.getCoordinates(); if (path != null && path.trim().length() > 0) { String[] pairs = path.trim().split(" "); String[] lngLat = pairs[0].split(","); // lngLat[0]=longitude // lngLat[1]=latitude // lngLat[2]=height try { if(lngLat.length > 1 && !lngLat[0].equals("") && !lngLat[1].equals("")) { GeoPoint startGP = new GeoPoint( (int) (Double.parseDouble(lngLat[1]) * 1E6), (int) (Double.parseDouble(lngLat[0]) * 1E6)); GeoPoint gp1; GeoPoint gp2 = startGP; geoPoints = new ArrayList<GeoPoint>(); geoPoints.add(startGP); for (int i = 1; i < pairs.length; i++) { lngLat = pairs[i].split(","); gp1 = gp2; if (lngLat.length >= 2 && gp1.getLatitudeE6() > 0 && gp1.getLongitudeE6() > 0 && gp2.getLatitudeE6() > 0 && gp2.getLongitudeE6() > 0) { // for GeoPoint, first:latitude, second:longitude gp2 = new GeoPoint( (int) (Double.parseDouble(lngLat[1]) * 1E6), (int) (Double.parseDouble(lngLat[0]) * 1E6)); if (gp2.getLatitudeE6() != 22200000) { geoPoints.add(gp2); } } } totalNumberOfOverlaysAdded++; mMapView01.getOverlays().add(new RoutePathOverlay(geoPoints)); } } catch (NumberFormatException e) { Log.e(BikeApp.APP, "Cannot draw route.", e); } } } Log.d(BikeApp.APP, "Total overlays: " + totalNumberOfOverlaysAdded); mMapView01.setEnabled(true); } @Override protected boolean isRouteDisplayed() { // TODO Auto-generated method stub return false; } } Edit: There are of course some more files I'm using but that I have not posted. You can download the complete Eclipse project here: http://danielkvist.net/se.zip

    Read the article

  • Stuck in Infinite Loop while PostInvalidating

    - by Nicholas Roge
    I'm trying to test something, however, the loop I'm using keeps getting stuck while running. It's just a basic lock thread while doing something else before continuing kind of loop. I've double checked that I'm locking AND unlocking the variable I'm using, but regardless it's still stuck in the loop. Here are the segments of code I have that cause the problem: ActualGame.java: Thread thread=new Thread("Dialogue Thread"){ @Override public void run(){ Timer fireTimer=new Timer(); int arrowSequence=0; gameHandler.setOnTouchListener( new OnTouchListener(){ @Override public boolean onTouch(View v, MotionEvent me) { //Do something. if(!gameHandler.fireTimer.getActive()){ exitLoop=true; } return false; } } ); while(!exitLoop){ while(fireTimer.getActive()||!gameHandler.drawn); c.drawBitmap(SpriteSheet.createSingleBitmap(getResources(), R.drawable.dialogue_box,240,48),-48,0,null); c.drawBitmap(SpriteSheet.createSingleBitmap(getResources(),R.drawable.dialogue_continuearrow,32,16,8,16,arrowSequence,0),-16,8,null); gameHandler.drawn=false; gameHandler.postInvalidate(); if(arrowSequence+1==4){ arrowSequence=0; exitLoop=true; }else{ arrowSequence++; } fireTimer.startWait(100); } gameHandler.setOnTouchListener(gameHandler.defaultOnTouchListener); } }; thread.run(); And the onDraw method of GameHandler: canvas.scale(scale,scale); canvas.translate(((screenWidth/2)-((terrainWidth*scale)/2))/scale,((screenHeight/2)-((terrainHeight*scale)/2))/scale); canvas.drawColor(Color.BLACK); for(int layer=0;layer(less than)tiles.length;layer++){ if(layer==playerLayer){ canvas.drawBitmap(playerSprite.getCurrentSprite(), playerSprite.getPixelLocationX(), playerSprite.getPixelLocationY(), null); continue; } for(int y=0;y(less than)tiles[layer].length;y++){ for(int x=0;x(less than)tiles[layer][y].length;x++){ if(layer==0&&tiles[layer][y][x]==null){ tiles[layer][y][x]=nullTile; } if(tiles[layer][y][x]!=null){ runningFromTileEvent=false; canvas.drawBitmap(tiles[layer][y][x].associatedSprite.getCurrentSprite(),x*tiles[layer][y][x].associatedSprite.spriteWidth,y*tiles[layer][y][x].associatedSprite.spriteHeight,null); } } } } for(int i=0;i(less than)canvasEvents.size();i++){ if(canvasEvents.elementAt(i).condition(this)){ canvasEvents.elementAt(i).run(canvas,this); } } Log.e("JapaneseTutor","Got here.[1]"); drawn=true; Log.e("JapaneseTutor","Got here.[2]"); If you need to see the Timer class, or the full length of the GameHandler or ActualGame classes, just let me know.

    Read the article

  • Firefox, prevent rendering between javascript statements.

    - by Erik
    I'm trying to create some kind of zoom around the mouse cursor feature on my website which ultimately runs these two lines (+ the same for height/scrollTop). canvas.style.width = someValue; canvas.parentNode.scrollLeft = someOtherValue; The problem is that in firefox(3.6) the page is re-rendered directly after the first row has been executed and since the view is depending on both values this means that every time i recalculate the view firefox will will render an invalid view before the correct one, in other words creating flicker. I've tried swapping the two rows but get the same problem. In chrome, opera and IE this doesn't happen. Both lines are executed before any rendering is done. Is there any way to lock the rendering manually, maybe something like this? document.disableRendering(); //fantasy function canvas.style.width = someValue; canvas.parentNode.scrollLeft = someOtherValue; document.enableRendering(); //fantasy function

    Read the article

  • Communication with different social networks, strategy pattern?

    - by bclaessens
    Hi For the last few days I've been thinking how I can solve the following programming problem and find the ideal, flexible programming structure. (note: I'm using Flash as my platform technology but that shouldn't matter since I'm just looking for the ideal design pattern). Our Flash website has multiple situations in which it has to communicate with different social networks (Facebook, Netlog and Skyrock). Now, the communication strategy doesn't have to change multiple times over one "run". The strategy should be picked once (at launch time) for that session. The real problem is the way the communication works between each social network and our website. Some networks force us to ask for a token, others force us to use a webservice, yet another forces us to set up its communication through javascript. The problem becomes more complicated when our website has to run in each network's canvas. Which results in even more (different) ways of communicating. To sum up, our website has to work in the following cases: standalone on the campaign website url (user chooses their favourite network) communicate with netlog OR communicate with facebook OR communicate with skyrock run in a netlog canvas and log in automatically (website checks for netlog parameters) run in a facebook canvas and log in automatically (website checks for facebook params) run in a skyrock canvas and log in automatically (website checks for skyrock params) As you can see, our website needs 6 different ways to communicate with a social network. To be honest, the actual significant difference between all communication strategies is the way they have to connect to their individual network (as stated above in my example). Posting an image, make a comment, ... is the same whether it runs standalone or in the canvas url. WARNING: posting an image, posting a comment DOES differ from network to network. Should I use the strategy pattern and make 6 different communication strategies or is there a better way? An example would be great but isn't required ;) Thanks in advance

    Read the article

  • How to append() an element and set its style with css() at the same time with jQuery

    - by Acorn
    I tried: $('#canvas').append('<div class="tile"></div>').css({left: leftPos, top: topPos});, but that sets the style of #canvas rather than the appended element. I then tried: $('#canvas').append(('<div class="tile"></div>').css({left: leftPos, top: topPos}));, but that gives the error "Object <div class="tile"></div> has no method 'css'". How can I add the element and set its style at the same time?

    Read the article

  • Limiting the width of a TextBlock in Silverlight

    - by Druzil
    The obvious MaxWidth gets ignored and the text in the "DisplayBox" TextBlock displays the whole text even if this text continues past the parent container controls (to the edge of the silverlight area. <win:HierarchicalDataTemplate x:Key="hierarchicalTemplate" ItemsSource="{Binding _children}"> <Border BorderThickness="0" BorderBrush="Orange" HorizontalAlignment="Stretch" Background="{Binding Converter={StaticResource BackgroundConverter}}"> <toolkit:DockPanel LastChildFill="True" Width="{Binding HeirarchyLevel, Converter={StaticResource WidthConverter}}" Height="20"> <Canvas toolkit:DockPanel.Dock="Right" Width="20" MouseLeftButtonUp="Arrow_MouseLeftButtonDown"> <Rectangle Width="20" Height="20" Fill="Transparent" /> <Line Stroke="Black" X1="5" Y1="10" X2="17" Y2="10" /> <Line Stroke="Black" X1="11" Y1="5" X2="17" Y2="10" /> <Line Stroke="Black" X1="11" Y1="15" X2="17" Y2="10" /> </Canvas> <Ellipse Canvas.Top="5" Width="10" Height="10" Fill="Green" toolkit:DockPanel.Dock="Right" MouseLeftButtonDown="Ellipse_MouseLeftButtonDown" /> <Canvas Width="Auto" Loaded="TextArea_Loaded"> <TextBlock Name="DisplayBox" FontFamily="Arial" FontSize="17" Foreground="Black" Width="Auto" Text="{Binding TaskName}" MouseLeftButtonUp="TextBlock_MouseLeftButtonUp" /> <TextBox Name="EditBox" FontFamily="Arial" FontSize="10" Foreground="Black" Height="20" Text="{Binding TaskName}" Visibility="Collapsed" LostFocus="TextBox_LostFocus" /> <Line Stroke="Black" X1="0" Y1="10" X2="202" Y2="10" Width="Auto" /> </Canvas> </toolkit:DockPanel> </Border> </win:HierarchicalDataTemplate>

    Read the article

  • Printing in Silverlight 4

    - by Number8
    Hello, We have an application structured roughly like this: <Grid x:Name="LayoutRoot"> <ScrollViewer> <Canvas x:Name="canvas"> <StackPanel> < Button /><Slider /><Button /></StackPanel> <custom:Blob /> <custom:Blob /> <custom:Blob /> </Canvas> </ScrollViewer> </Grid> Each Blob consists of 1 or more rectangles, lines, and text boxes; they are positioned anywhere on the canvas. If I print the document using the LayoutRoot: PrintDocument pd = new PrintDocument(); pd += (s, pe) => { pe.PageVisual = LayoutRoot; }; pd.Print("Blobs"); ... it is like a print-screen -- the scrollbars, the sliders, the blobs that are visible -- are printed. If I set PageVisual = canvas, nothing is printed. How can I get all the blob objects, and just those objects, to print? Do I need to copy them into another container, and give that container to PageVisual? Can I use a ViewBox to make sure they all fit on one page? Thanks for any pointers....

    Read the article

  • A rectangle drawn with DrawingContext.DrawRectangle blocks mouse

    - by dharmatech
    The WPF program below puts up a window which looks like this: Mouse-movement outside the black square causes the window title to be updated with the mouse's position. The updating stops when the mouse enters the square. I'd like for MouseMove to continue to trigger even when the mouse is over the square. Is there a way to do this? using System.Windows; using System.Windows.Controls; using System.Windows.Media; namespace Wpf_Particle_Demo { class DrawingVisualElement : FrameworkElement { public DrawingVisual visual; public DrawingVisualElement() { visual = new DrawingVisual(); } protected override int VisualChildrenCount { get { return 1; } } protected override Visual GetVisualChild(int index) { return visual; } } public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); var canvas = new Canvas(); Content = canvas; var element = new DrawingVisualElement(); canvas.Children.Add(element); CompositionTarget.Rendering += (s, e) => { using (var dc = element.visual.RenderOpen()) dc.DrawRectangle(Brushes.Black, null, new Rect(0, 0, 50, 50)); }; MouseMove += (s, e) => Title = e.GetPosition(canvas).ToString(); } } }

    Read the article

  • WPF DrawingVisual from my own class

    - by Robbskinizer
    Hi, Im trying to create my own class which contains a DrawingVisual, something like this public class MyObject { public DrawingVisual visual; public bool faceup; public bool flipped; } I have a drag and drop from a listview to a canvas, but when I try to get the object which back from the Canvas i only get the visual, not any of the other stuff in the class. How do i save "objects" and retreive it from a canvas? Im using my own MyCanvas which inheritance from Canvas, and using the AddVisualChild & AddLogicalChild etc. // Robbin

    Read the article

  • Simple question about the lunarlander example.

    - by Smills
    I am basing my game off the lunarlander example. This is the run loop I am using (very similar to what is used in lunarlander). I am getting considerable performance issues associated with my drawing, even if I draw almost nothing. I noticed the below method. Why is the canvas being created and set to null each cycle? @Override public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas();//null synchronized (mSurfaceHolder) { updatePhysics(); doDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } Most of the times I have read anything about canvases it is more along the lines of: mField = new Bitmap(...dimensions...); Canvas c = new Canvas(mField); My question is: why is Google's example done that way (null canvas), what are the benefits of this, and is there a faster way to do it?

    Read the article

  • Performance issues in android game

    - by user1446632
    I am making an android game, but however, the game is functioning like it should, but i am experiencing some performance issues. I think it has something to do with the sound. Cause each time i touch the screen, it makes a sound. I am using the standard MediaPlayer. The method is onTouchEvent() and onPlaySound1(). Could you please help me with an alternate solution for playing the sound? Thank you so much in advance! It would be nice if you also came up with some suggestions on how i can improve my code. Take a look at my code here: package com.mycompany.mygame; import java.util.ArrayList; import android.content.Context; import android.content.Intent; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.media.MediaPlayer; import android.os.Handler; import android.os.Message; import android.util.Log; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.webkit.WebView; import android.widget.TextView; import android.widget.Toast; public class ExampleView extends SurfaceView implements SurfaceHolder.Callback { class ExampleThread extends Thread { private ArrayList<Parachuter> parachuters; private Bitmap parachuter; private Bitmap background; private Paint black; private boolean running; private SurfaceHolder mSurfaceHolder; private Context mContext; private Context mContext1; private Handler mHandler; private Handler mHandler1; private GameScreenActivity mActivity; private long frameRate; private boolean loading; public float x; public float y; public float x1; public float y1; public MediaPlayer mp1; public MediaPlayer mp2; public int parachuterIndexToResetAndDelete; public int canvasGetWidth; public int canvasGetWidth1; public int canvasGetHeight; public int livesLeftValue; public int levelValue = 1; public int levelValue1; public int parachutersDown; public int difficultySet; public boolean isSpecialAttackAvailible; public ExampleThread(SurfaceHolder sHolder, Context context, Handler handler) { mSurfaceHolder = sHolder; mHandler = handler; mHandler1 = handler; mContext = context; mActivity = (GameScreenActivity) context; parachuters = new ArrayList<Parachuter>(); parachuter = BitmapFactory.decodeResource(getResources(), R.drawable.parachuteman); black = new Paint(); black.setStyle(Paint.Style.FILL); black.setColor(Color.GRAY); background = BitmapFactory.decodeResource(getResources(), R.drawable.gamescreenbackground); running = true; // This equates to 26 frames per second. frameRate = (long) (1000 / 26); loading = true; mp1 = MediaPlayer.create(getContext(), R.raw.bombsound); } @Override public void run() { while (running) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(); synchronized (mSurfaceHolder) { long start = System.currentTimeMillis(); doDraw(c); long diff = System.currentTimeMillis() - start; if (diff < frameRate) Thread.sleep(frameRate - diff); } } catch (InterruptedException e) { } finally { if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } protected void doDraw(Canvas canvas) { canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), black); //Draw for (int i = 0; i < parachuters.size(); i++) { canvas.drawBitmap(parachuter, parachuters.get(i).getX(), parachuters.get(i).getY(), null); parachuters.get(i).tick(); } //Remove for (int i = 0; i < parachuters.size(); i++) { if (parachuters.get(i).getY() > canvas.getHeight()) { parachuters.remove(i); onPlaySound(); checkLivesLeftValue(); checkAmountOfParachuters(); } else if(parachuters.get(i).isTouched()) { parachuters.remove(i); } else{ //Do nothing } } } public void loadBackground(Canvas canvas) { //Load background canvas.drawBitmap(background, 0, 0, black); } public void checkAmountOfParachuters() { mHandler.post(new Runnable() { @Override public void run() { if(parachuters.isEmpty()) { levelValue = levelValue + 1; Toast.makeText(getContext(), "New level! " + levelValue, 15).show(); if (levelValue == 3) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); } else if (levelValue == 5) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); } else if (levelValue == 7) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); } else if (levelValue == 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else if (levelValue > 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else { //Draw normal 3 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); } } else { //Do nothing } } }); } private void checkLivesLeftValue() { mHandler.post(new Runnable() { @Override public void run() { Log.d("checkLivesLeftValue", "lives = " + livesLeftValue); // TODO Auto-generated method stub if (livesLeftValue == 3) { //Message to display: "You lost! Log.d("checkLivesLeftValue", "calling onMethod now"); parachuters.removeAll(parachuters); onMethod(); } else if (livesLeftValue == 2) { Toast.makeText(getContext(), "Lives left=1", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else if (livesLeftValue == 1) { Toast.makeText(getContext(), "Lives left=2", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else { //Set livesLeftValueText 3 Toast.makeText(getContext(), "Lives left=3", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } } }); } public void onMethod() { mHandler.post(new Runnable() { @Override public void run() { try { Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); ctx.startActivity(i); System.exit(0); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); //Exit activity and start playerLostMessageActivity Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); System.exit(0); ctx.startActivity(i); System.exit(0); } } }); } public void onPlaySound() { try { mp1.start(); } catch (Exception e) { e.printStackTrace(); mp1.release(); } } public void onDestroy() { try { parachuters.removeAll(parachuters); mp1.stop(); mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void onPlaySound1() { try { mp2 = MediaPlayer.create(getContext(), R.raw.airriflesoundeffect); mp2.start(); } catch (Exception e) { e.printStackTrace(); mp2.release(); } } public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) releaseMediaPlayer(); x1 = event.getX(); y1 = event.getY(); checkAmountOfParachuters(); removeParachuter(); return false; } public void releaseMediaPlayer() { try { mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void removeParachuter() { try { for (Parachuter p: parachuters) { if (x1 > p.getX() && x1 < p.getX() + parachuter.getWidth() && y1 > p.getY() && y1 < p.getY() + parachuter.getHeight()) { p.setTouched(true); onPlaySound1(); parachutersDown = parachutersDown + 1; p.setTouched(false); } } } catch (Exception e) { e.printStackTrace(); } } public void initiateDrawParachuters() { drawParachutersGroup1(); } public void drawParachutersGroup1() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 77; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 14; y = 28; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 250; y = 94; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 275; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 280; y = 163; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 125; y = 118; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 126; y = 247; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 123; y = 77; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup2() { // TODO Auto-generated method stub //Parachuter group nr. 2 //Parachuter nr. 5 x = 153; y = 166; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 133; y = 123; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 170; y = 213; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 190; y = 121; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup3() { // TODO Auto-generated method stub //Parachuter group nr. 3 //Parachuter nr. 2 x = 267; y = 115; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 255; y = 183; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 170; y = 280; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 116; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 112; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 260; y = 89; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 260; y = 113; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 178; y = 25; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup4() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 166; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 118; y = 94; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 38; y = 55; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 57; y = 18; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 119; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 217; y = 113; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 245; y = 234; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 239; y = 44; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup5() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 59; y = 120; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 210; y = 169; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 199; y = 138; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 22; y = 307; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 195; y = 22; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 157; y = 132; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 183; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 130; y = 20; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup6() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 10; y = 10; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 20; y = 20; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 30; y = 30; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 60; y = 60; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 90; y = 90; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 120; y = 120; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 150; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 180; y = 180; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachuters() { Parachuter p = new Parachuter(x, y); parachuters.add(p); Toast.makeText(getContext(), "x=" + x + " y=" + y, 15).show(); } public void setRunning(boolean bRun) { running = bRun; } public boolean getRunning() { return running; } } /** Handle to the application context, used to e.g. fetch Drawables. */ private Context mContext; /** Pointer to the text view to display "Paused.." etc. */ private TextView mStatusText; /** The thread that actually draws the animation */ private ExampleThread eThread; public ExampleView(Context context) { super(context); // register our interest in hearing about changes to our surface SurfaceHolder holder = getHolder(); holder.addCallback(this); // create thread only; it's started in surfaceCreated() eThread = new ExampleThread(holder, context, new Handler() { @Override public void handleMessage(Message m) { // mStatusText.setVisibility(m.getData().getInt("viz")); // mStatusText.setText(m.getData().getString("text")); } }); setFocusable(true); } @Override public boolean onTouchEvent(MotionEvent event) { return eThread.onTouchEvent(event); } public ExampleThread getThread() { return eThread; } @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub } public void surfaceCreated(SurfaceHolder holder) { if (eThread.getState() == Thread.State.TERMINATED) { eThread = new ExampleThread(getHolder(), getContext(), getHandler()); eThread.start(); } else { eThread.start(); } } @Override public void surfaceDestroyed(SurfaceHolder holder) { boolean retry = true; eThread.setRunning(false); while (retry) { try { eThread.join(); retry = false; } catch (InterruptedException e) { } } } }

    Read the article

  • can we use layout in Customview ?

    - by UMMA
    friends, i have a custom view class public class Zoom extends View { private Drawable image; private int zoomControler=20; public Zoom(Context context) { super(context); image=context.getResources().getDrawable(R.drawable.icon); setFocusable(true); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); //TransparentPanel tp = new TransparentPanel(this.getContext()); //Button MyButton = new Button(this.getContext()); //MyButton.setText("Press me"); //tp.addView(MyButton); image.setBounds((getWidth()/2)-zoomControler, (getHeight()/2)-zoomControler, (getWidth()/2)+zoomControler, (getHeight()/2)+zoomControler); image.draw(canvas); } } can i use SetContentView(R.layout.mylayout) in this custom view to display that design? or how can i display button with image ondraw method as i have commented the code ? any help would be appreciated.

    Read the article

  • Android onFling not responding

    - by Kevin Moore
    I am new to android first of all so think of any newbie mistakes first I am trying to add a fling function in my code. public class MainGamePanel extends SurfaceView implements SurfaceHolder.Callback, OnGestureListener { private MainThread thread; private Droid droid; private Droid droid2; private static final String TAG = gameView.class.getSimpleName(); private GestureDetector gestureScanner; public MainGamePanel(Context context){ super(context); getHolder().addCallback(this); droid = new Droid(BitmapFactory.decodeResource(getResources(), R.drawable.playerbox2), 270, 300); droid2 = new Droid(BitmapFactory.decodeResource(getResources(), R.drawable.playerbox2), 50, 300); thread = new MainThread(getHolder(), this); setFocusable(true); gestureScanner = new GestureDetector(this); } public boolean onTouchEvent(MotionEvent event){ return gestureScanner.onTouchEvent(event); } @Override protected void onDraw(Canvas canvas){ canvas.drawColor(Color.BLACK); droid.draw(canvas); droid2.draw(canvas); } @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { droid.setX(50); droid.setY(50); Log.d(TAG, "Coords: x=" + e1.getX() + ",y=" + e2.getY()); return true; } @Override public boolean onDown(MotionEvent e) { droid2.setX((int)e.getX()); droid2.setY((int)e.getY()); Log.d(TAG, "Coords: x=" + e.getX() + ",y=" + e.getY()); return false; } I got the gestureListener to work with: onDown, onLongPress, and onShowPress. But i can't get any response with onFling, onSingleTapUp, and onScroll. What mistake am I making? does it have to do with views? I don't know what code would be useful to see.... so any suggestions would be much appreciated. Thank You!

    Read the article

  • Website Editor control for WYSIWYG/regions

    - by Dan Smith
    For lack of a better title, let me try to explain further: I'm looking for a control that will allow me to have a library of "page elements" (such as a list of employees, or a photo gallery, or a contact form, etc) that could be dragged onto the page canvas. The page canvas could have pre-set regions/boxes where these items could be drug into, preventing the user from screwing up the pages layout. I'm looking for any pre-built commercial (or open-source with commercial use allowed) tools available like this.

    Read the article

  • Html5: How to handle RGB pixel with commands from prompt ? (just a browser)

    - by Rocket Surgeon
    In the browser tools, say in debugging (any browser will do, but IE9 preferred) how can I access things like html5 canvas and modify individual pixels by typing commands from prompt ? I know, it is possible to accomplish in miriad normal ways with preparing the markup and loading the page, but what is the shortest path ? The browser is running with some content, then I hit F12-Console- what exactly should I type to cause a canvas to change ? Thank you

    Read the article

  • Javascript SDK on Facebook

    - by Eamonn Fox
    I am trying to use the Javascript SDK for Facebook but I keep getting the message : Given URL is not permitted by the application configuration.: One or more of the given URLs is not allowed by the App's settings. It must match the Website URL or Canvas URL, or the domain must be a subdomain of one of the App's domains but I have copied and pasted my canvas URL from the settings section. Anyone any ideas whats up?

    Read the article

  • WPF: How to get the bounds of a control in an automatic layout container, in the container coordinate space

    - by Bart Read
    Googling this the other day, I started to get the impression that this might be annoyingly tricky. You might wonder why this is necessary at all, given that WPF implements layout for you in most cases (except for containers such as Canvas), but trust me, if you're developing custom elements, at some point you're probably going to need it. If you're adding controls to a Canvas you can always use the attached Left, Right, etc., properties to get the bounds. Fortunately it's really no more difficult...(read more)

    Read the article

  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

    Read the article

  • sprite animation in openGL

    - by Sid
    I am facing problems on implementing sprite animation in opneGL ES. i've googled it and the only thing i am getting is the Tutorial implementing via Canvas. i know the way but i am having problems in implementing it. What i need : A sprite animation on collision detection. What i did : Collision Detection function working properly. PS : everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case.

    Read the article

  • How to draw an RGB pixel with bare hands ? (no extra document just a browser)

    - by Rocket Surgeon
    In the browser tools, say in debugging (any browser will do, but IE9 preferred) how can I access things like html5 canvas and modify individual pixels by typing commands from prompt ? I know, it is possible to accomplish in miriad normal ways with preparing the markup and loading the page, but what is the shortest path ? The browser is running with some content, then I hit F12-Console- what exactly should I type to cause a canvas to change ? Thank you

    Read the article

  • How do I change the canvas size of a PNG with ImageMagick (GraphicsMagick)? (How to pad with transparency?)

    - by Pistos
    Alternatively: How do I take a non-square PNG and "fill out" the "rest" of the image with transparency so that the resulting square image has the original image centered in the square? ULTIMATELY, what I want is to take any image of any GM-supported format of any size, and create a scaled-down PNG (say, 40 pixels maximum for either dimension), with aspect ratio maintained, transparency-padded for non-square original images, AND with an already-prepared 40x40 PNG transparency mask applied. I already know how to scale down and keep aspect ratio; I already have the command for applying my composite. My only missing piece is square-alizing non-square images (padding with transparency). Single command preferred; multi-command chain acceptable. (edit) Extra info: Here's the composite command I'm using: gm composite -compose copyopacity mask.png source-and-target.png source-and-target.png where mask.png has white pixels for what I want to keep of source-and-target.png and transparent pixels for what I want to remove (and become transparent) of source-and-target.png.

    Read the article

  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

    Read the article

  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

    Read the article

  • WPF animation: binding to the "To" attribute of storyboard animation.

    - by bozalina
    Hi, I'm trying to create a button that behaves similarly to the "slide" button on the iPhone. I have an animation that adjusts the position and width of the button, but I want these values to be based on the text used in the control. Currently, they're hardcoded. Here's my working XAML, so far: <CheckBox x:Class="Smt.Controls.SlideCheckBox" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:local="clr-namespace:Smt.Controls" xmlns:System.Windows="clr-namespace:System.Windows;assembly=PresentationCore" Name="SliderCheckBox" mc:Ignorable="d"> <CheckBox.Resources> <System.Windows:Duration x:Key="AnimationTime">0:0:0.2</System.Windows:Duration> <Storyboard x:Key="OnChecking"> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(TranslateTransform.X)" Duration="{StaticResource AnimationTime}" To="40" /> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(Button.Width)" Duration="{StaticResource AnimationTime}" To="41" /> </Storyboard> <Storyboard x:Key="OnUnchecking"> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(TranslateTransform.X)" Duration="{StaticResource AnimationTime}" To="0" /> <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(Button.Width)" Duration="{StaticResource AnimationTime}" To="40" /> </Storyboard> <Style x:Key="SlideCheckBoxStyle" TargetType="{x:Type local:SlideCheckBox}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:SlideCheckBox}"> <Canvas> <ContentPresenter SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" Content="{TemplateBinding Content}" ContentTemplate="{TemplateBinding ContentTemplate}" RecognizesAccessKey="True" VerticalAlignment="Center" HorizontalAlignment="Center" /> <Canvas> <!--Background--> <Rectangle Width="{Binding ElementName=ButtonText, Path=ActualWidth}" Height="{Binding ElementName=ButtonText, Path=ActualHeight}" Fill="LightBlue" /> </Canvas> <Canvas> <!--Button--> <Button Width="{Binding ElementName=CheckedText, Path=ActualWidth}" Height="{Binding ElementName=ButtonText, Path=ActualHeight}" Name="CheckButton" Command="{x:Static local:SlideCheckBox.SlideCheckBoxClicked}"> <Button.RenderTransform> <TransformGroup> <TranslateTransform /> </TransformGroup> </Button.RenderTransform> </Button> </Canvas> <Canvas> <!--Text--> <StackPanel Name="ButtonText" Orientation="Horizontal" IsHitTestVisible="False"> <Grid Name="CheckedText"> <Label Margin="7 0" Content="{Binding RelativeSource={RelativeSource AncestorType={x:Type local:SlideCheckBox}}, Path=CheckedText}" /> </Grid> <Grid Name="UncheckedText" HorizontalAlignment="Right"> <Label Margin="7 0" Content="{Binding RelativeSource={RelativeSource AncestorType={x:Type local:SlideCheckBox}}, Path=UncheckedText}" /> </Grid> </StackPanel> </Canvas> </Canvas> <ControlTemplate.Triggers> <Trigger Property="IsChecked" Value="True"> <Trigger.EnterActions> <BeginStoryboard Storyboard="{StaticResource OnChecking}" /> </Trigger.EnterActions> <Trigger.ExitActions> <BeginStoryboard Storyboard="{StaticResource OnUnchecking}" /> </Trigger.ExitActions> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> </CheckBox.Resources> <CheckBox.CommandBindings> <CommandBinding Command="{x:Static local:SlideCheckBox.SlideCheckBoxClicked}" Executed="OnSlideCheckBoxClicked" /> </CheckBox.CommandBindings> </CheckBox> And the code behind: using System.Windows; using System.Windows.Controls; using System.Windows.Input; namespace Smt.Controls { public partial class SlideCheckBox : CheckBox { public SlideCheckBox() { InitializeComponent(); Loaded += OnLoaded; } public static readonly DependencyProperty CheckedTextProperty = DependencyProperty.Register("CheckedText", typeof(string), typeof(SlideCheckBox), new PropertyMetadata("Checked Text")); public string CheckedText { get { return (string)GetValue(CheckedTextProperty); } set { SetValue(CheckedTextProperty, value); } } public static readonly DependencyProperty UncheckedTextProperty = DependencyProperty.Register("UncheckedText", typeof(string), typeof(SlideCheckBox), new PropertyMetadata("Unchecked Text")); public string UncheckedText { get { return (string)GetValue(UncheckedTextProperty); } set { SetValue(UncheckedTextProperty, value); } } public static readonly RoutedCommand SlideCheckBoxClicked = new RoutedCommand(); void OnLoaded(object sender, RoutedEventArgs e) { Style style = TryFindResource("SlideCheckBoxStyle") as Style; if (!ReferenceEquals(style, null)) { Style = style; } } void OnSlideCheckBoxClicked(object sender, ExecutedRoutedEventArgs e) { IsChecked = !IsChecked; } } } The problem comes when I try to bind the "To" attribute in the DoubleAnimations to the actual width of the text, the same as I'm doing in the ControlTemplate. If I bind the values to an ActualWidth of an element in the ControlTemplate, the control comes up as a blank checkbox (my base class). However, I'm binding to the same ActualWidths in the ControlTemplate itself without any problems. Just seems to be the CheckBox.Resources that have a problem with it. For instance, the following will break it: <DoubleAnimation Storyboard.TargetName="CheckButton" Storyboard.TargetProperty="(Button.Width)" Duration="{StaticResource AnimationTime}" To="{Binding ElementName=CheckedText, Path=ActualWidth}" /> I don't know whether this is because it's trying to bind to a value that doesn't exist until a render pass is done, or if it's something else. Anyone have any experience with this sort of animation binding?

    Read the article

  • Problem with JOGL and Framebuffer Render-to-texture: Invalid Framebuffer Operation Error

    - by quadelirus
    Okay, so I am trying to render a scene to a small 32x32 texture and ran into problems. I get an "invalid framebuffer operation" error when I try to actually draw anything to the texture. I have simplified the code below so that it simply tries to render a quad to a texture and then bind that quad as a texture for another quad that is rendered to the screen. So my question is this... where is the error? This is using JOGL 1.1.1. The error occurs at Checkpoint2 in the code. import java.awt.event.*; import javax.media.opengl.*; import javax.media.opengl.glu.*; import javax.swing.JFrame; import java.nio.*; public class Main extends JFrame implements GLEventListener, KeyListener, MouseListener, MouseMotionListener, ActionListener{ /* GL related variables */ private final GLCanvas canvas; private GL gl; private GLU glu; private int winW = 600, winH = 600; private int texRender_FBO; private int texRender_RB; private int texRender_32x32; public static void main(String args[]) { new Main(); } /* creates OpenGL window */ public Main() { super("Problem Child"); canvas = new GLCanvas(); canvas.addGLEventListener(this); canvas.addKeyListener(this); canvas.addMouseListener(this); canvas.addMouseMotionListener(this); getContentPane().add(canvas); setSize(winW, winH); setLocationRelativeTo(null); setDefaultCloseOperation(EXIT_ON_CLOSE); setVisible(true); canvas.requestFocus(); } /* gl display function */ public void display(GLAutoDrawable drawable) { gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, this.texRender_FBO); gl.glPushAttrib(GL.GL_VIEWPORT_BIT); gl.glViewport(0, 0, 32, 32); gl.glClearColor(1.f, 0.f, 0.f, 1.f); System.out.print("Checkpoint1: "); outputError(); gl.glBegin(GL.GL_QUADS); { //gl.glTexCoord2f(0.0f, 0.0f); gl.glColor3f(1.f, 0.f, 0.f); gl.glVertex3f(0.0f, 1.0f, 1.0f); //gl.glTexCoord2f(1.0f, 0.0f); gl.glColor3f(1.f, 1.f, 0.f); gl.glVertex3f(1.0f, 1.0f, 1.0f); //gl.glTexCoord2f(1.0f, 1.0f); gl.glColor3f(1.f, 1.f, 1.f); gl.glVertex3f(1.0f, 0.0f, 1.0f); //gl.glTexCoord2f(0.0f, 1.0f); gl.glColor3f(1.f, 0.f, 1.f); gl.glVertex3f(0.0f, 0.0f, 1.0f); } gl.glEnd(); System.out.print("Checkpoint2: "); outputError(); //Here I get an invalid framebuffer operation gl.glPopAttrib(); gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0); gl.glClearColor(0.f, 0.f, 0.f, 1.f); gl.glClear(GL.GL_COLOR_BUFFER_BIT); gl.glColor3f(1.f, 1.f, 1.f); gl.glBindTexture(GL.GL_TEXTURE_1D, this.texRender_32x32); gl.glBegin(GL.GL_QUADS); { gl.glTexCoord2f(0.0f, 0.0f); //gl.glColor3f(1.f, 0.f, 0.f); gl.glVertex3f(0.0f, 1.0f, 1.0f); gl.glTexCoord2f(1.0f, 0.0f); //gl.glColor3f(1.f, 1.f, 0.f); gl.glVertex3f(1.0f, 1.0f, 1.0f); gl.glTexCoord2f(1.0f, 1.0f); //gl.glColor3f(1.f, 1.f, 1.f); gl.glVertex3f(1.0f, 0.0f, 1.0f); gl.glTexCoord2f(0.0f, 1.0f); //gl.glColor3f(1.f, 0.f, 1.f); gl.glVertex3f(0.0f, 0.0f, 1.0f); } gl.glEnd(); } /* initialize GL */ public void init(GLAutoDrawable drawable) { gl = drawable.getGL(); glu = new GLU(); gl.glClearColor(.3f, .3f, .3f, 1f); gl.glClearDepth(1.0f); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(0, 1, 0, 1, -10, 10); gl.glMatrixMode(GL.GL_MODELVIEW); //Set up the 32x32 texture this.texRender_FBO = genFBO(gl); gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, this.texRender_FBO); this.texRender_32x32 = genTexture(gl); gl.glBindTexture(GL.GL_TEXTURE_2D, this.texRender_32x32); gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB_FLOAT32_ATI, 32, 32, 0, GL.GL_RGB, GL.GL_FLOAT, null); gl.glFramebufferTexture2DEXT(GL.GL_FRAMEBUFFER_EXT, GL.GL_COLOR_ATTACHMENT0_EXT, GL.GL_TEXTURE_2D, this.texRender_32x32, 0); //gl.glDrawBuffer(GL.GL_COLOR_ATTACHMENT0_EXT); this.texRender_RB = genRB(gl); gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, this.texRender_RB); gl.glRenderbufferStorageEXT(GL.GL_RENDERBUFFER_EXT, GL.GL_DEPTH_COMPONENT24, 32, 32); gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT, GL.GL_DEPTH_ATTACHMENT_EXT, GL.GL_RENDERBUFFER_EXT, this.texRender_RB); gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0); gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, 0); outputError(); } private void outputError() { int c; if ((c = gl.glGetError()) != GL.GL_NO_ERROR) System.out.println(glu.gluErrorString(c)); } private int genRB(GL gl) { int[] array = new int[1]; IntBuffer ib = IntBuffer.wrap(array); gl.glGenRenderbuffersEXT(1, ib); return ib.get(0); } private int genFBO(GL gl) { int[] array = new int[1]; IntBuffer ib = IntBuffer.wrap(array); gl.glGenFramebuffersEXT(1, ib); return ib.get(0); } private int genTexture(GL gl) { final int[] tmp = new int[1]; gl.glGenTextures(1, tmp, 0); return tmp[0]; } /* mouse and keyboard callback functions */ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { winW = width; winH = height; gl.glViewport(0, 0, width, height); } //Sorry about these, I just had to delete massive amounts of code to boil this thing down and these are hangers-on public void mousePressed(MouseEvent e) {} public void mouseDragged(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void keyPressed(KeyEvent e) {} public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { } public void keyTyped(KeyEvent e) { } public void keyReleased(KeyEvent e) { } public void mouseMoved(MouseEvent e) { } public void actionPerformed(ActionEvent e) { } public void mouseClicked(MouseEvent e) { } public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } }

    Read the article

< Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >