Getting Android Animation To Move Along The Edge Of Screen
Feb 18, 2014
I'm trying to get my animation for my java game to move along the edges of my device. Once it hits the edge I would like it to turn and keep moving along the edges. I'm sure this is easier than I'm making it but I can't find much on this. Right now my animation moves right and goes right off the screen until the app is closed and restarted.
For my project I have to write a piece of code where it returns true or false value depending whether the indicated cell is on edge of a rectangular grid (true) or not (false). Any algorithm for the following method: public static boolean onEdge (int n, int numRows, int numCols)?? To highlight, numRows and numCols and n start from 0.
I am doing an assignment which involves creating a maze and a ball that needs to go through the maze to an end tile then stop the scenario. The maze is made up of 208 buttons in a Jbutton Grid layout. I am replacing certain buttons with a brown tile icon to make up the maze. The ball needs to run along those brown tiles as its path and not be able to move off the brown tile icon images.
I have built the maze and have got quite far with this but now I am stumped on the concept of keeping the ball within the boundary edges and on the brown tiles. I have been told to use if statements, but not had the process explained to me in a way I can understand.
I'm making a game of checkers for my A2 Computing coursework which is due in within a week. I have completely finished the game, and only thing I have left to do is connect the two JPanels together via a CardLayout that I have made. However I am unsure how to do so
I have kept the code I am displaying to a minimal, hence I have removed all the action listeners for my buttons, anyway the problem I have is that, I would like it so that when the user clicks on the 'Multiplayer' button which is the array button ourButtons[1], it will then transition into my main game screen so that the user can then play a game of checkers.
Here is the main important GUI from my CheckerBoard class:
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class CheckerBoard extends JPanel implements ActionListener, MouseListener { // Main routine that opens an Applet that shows a CheckerBoard public static void main(String[] args) { new CLayout();
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.*; import java.util.Random; import java.awt.FlowLayout; public class Slider3 {
[code]....
The oint is to make an animation using Timer with various frames - So that's my code, but when I define the sider class, I keep getting cannot find symbol errors! I don't know what to do! Is it the change listener? My teacher never really taught us how to do it apart from Actionlistener. He said we might have to put it within an ActionListener?
I have an image that moves with arrow keys, and I want to make it appear to be moving. So, I made that image, and then another with the legs moved, to give the illusion of motion. I added it to an event
But it only serves to change it once. How would I make it revert to the original frame once it is converted to the second frame (image 6)? I tried a gif but to no avail?
I want to be able to show a set of pictures that would result in a primitive sort of animation. I'd like to do something lighter than making my thread sleep. Is there a way to pause the code without pausing the thread, other than something like a for-next loop of 1 to 2000 just to take up time?
I have a JTable with 6 rows and 6 columns, i.e. 36 cells. I have 1 image-icons.. I want an animation of the image, it should just be shown in the JTable as described below.
In my following explananation: Cell[row;column]
State 1 Cell[0;0] = 1st image Cell[remain] = empty
I am trying to program a slot machine and as of now, I am trying to make my slots spin and randomly stop on one of the graphics. Right now, I am having difficultly making the animation/slot stop randomly.
Previously, I tried using a randomly set timer that would cancel the execution, but the image did not appear/stop on the screen.Right now, I am using a random generator and a while to say that if it is a certain number, then stop the image.Here's what I tried:
I am wondering why in the example below the opacity is interpolated from the start value to the specified keyframe value but the width is not. It just jumps to the keyframe value right on button click.
I am looking for a way to find a resize animation for an application I'm developing. I found this answer but I figure there could be a better method out there,
Java - How do I create a Resize animation for JavaFX stage? - Stack Overflow
I am just looking to select something in a list, then press a button which would enable the animation and enlarge the stage. This will happen twice.
I have a problem with this ascii animation program I am working on. I declared a method inside of my class AsciiAnimation extends JFrame implements ActionListener, called
package AsciiAnimation; import java.awt.*; import java.awt.event.*; import java.util.ArrayList; import javax.swing.*; public class AsciiAnimation extends JFrame implements ActionListener{ int currentFrame = 0; ArrayList<String> frameList = new ArrayList<String>();
[Code] ....
Basically I just am trying to figure out how java works with me accessing those 2 data members, currentFrame and frameList inside of my first class ALL in the same package.
I am trying to run a project and i am getting different errors, I know the code is working because i have seen it running, but now i cant even get the app to load up. sometime I get a AndroidManifest cannot be found error and sometimes i get a error like
I want to make the board for the game, I want it to be a two-dimensional array of buttons.I know how to make a array but is there a class of buttons that I need to use? and how do I connect it to the xml?I am using eclipse.
I didn't see anything specific to Android. I am a very basic beginner when it comes to JAVA and Android programming.
The app is a very simple comic strip viewer that views 3 panels of a comic strip one at a time. My problem is going from a second activity to another. I can go from the main activity to the second fine but when I press the next button to go from the second activity to the third nothing happens. I have tried a few different things but end up with either nothing happening or the app crashes.
I have an integer variable called 'selectedname' which is declared as shown below.
public class MainActivity extends Activity implements View.onclickListener, AdapterView.OnItemClickListener { int selectedname;
So when the app starts an Alert Dialog with two buttons asks the user if they want to tell the first or the last name. The two buttons are 'first' and 'last'.
The problem I'm facing is that in the code the value of selectedname is suppose to change depending on the users choice as shown below.
public void displayWelcome() { //*other code comes here but it works fine* AlertDialog.Builder choice = new AlertDialog.Builder(this); choice.setTitle("Yo!"); choice.setMessage("First name or last"); choice.setPositiveButton("First", new DialogInterface.onclickListener() { public void onclick(DialogInterface dialog, int whichButton) { selectedname = 1;
I am trying to make my first application on Android. I have never done it before. I am totally new at it. I want my app to show as an icon on the launcher but how to do it.
<?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="net.graphicport.homeinventory" > <!-- To auto-complete the email text field in the login form with the user's emails --> <uses-permission android:name="android.permission.GET_ACCOUNTS" /> <uses-permission android:name="android.permission.READ_PROFILE" /> <uses-permission android:name="android.permission.READ_CONTACTS" /> <uses-permission android:name="android.permission.INTERNET" />
I have been trying to draw a bitmap image onto the canvas from Android and all it displays is a blank white screen. Whenever my app starts up, I am calling this in my game - view class which extends View and overrides the onDraw method:
I'm planning to make a unique news app for android (maybe iOS later) and I am fairly experienced in Java. Im thinking to most likely use RSS feeds, but am unaware how to implement them into JAVA.
I'm programming an android app where I want to send large sets of data from an MySQL Table to the app and write this data to an SQLite database.So I know i have send an HttpRequest and I can send data with json, but how can I handle large datasets like tables?I think its no good idea to just concatinate a string together in php and then send it?
I have a gameengine stil partially in the works for pc made in java, I am attempting a port over to java but certain classes and other fuctions are not available for android that there is in java. this means that my render engine, gameengine and a couple of other clases therefore don't work.
My question is, is there anyway of using the gameengine classes that work into the project so that all i have to do is declare within the engine what i want to export for wheather this is android or java. or importing packages from the game engine project and directly linking with the ability of re-writing the odd few classes that do not work.
I'm making a game to teach myself programming java so I can start making android. I have this game I'm making where there will be objects(so far its asteroids) will be falling with a progressive velocity (they will move faster as time goes on). The object is the click on the objects before they hit the bottom. It's still early meaning not all the parts I want to implement are there but it works the way I want it to so far besides my click function.
I'm using the Mouse.isButtonDown(0) to record left click but It lets me hold it down and hover over them instead of clicking on each one. Here is a snippet of the part of the code im talking about :
I uploaded a .jar and a exe file so you can see what I mean [URL] .... -jar [URL] .... -exe
public void update(GameContainer gc, int d) throws SlickException { posX = Mouse.getX(); posY = (Mouse.getY()-height)*-1; timePassed += d; deltaTime= deltaTime();
There is no error shown in the code. but, when i run my program for start, the page before cannot proceed and yet, i cannot proceed to this page and the application stop unexpectedly. below is the error that i gain in logcat.
11-22 06:59:57.664: D/dalvikvm(290): GC_EXPLICIT freed 1505 objects / 106560 bytes in 184ms 11-22 07:00:39.174: D/dalvikvm(320): GC_FOR_MALLOC freed 2489 objects / 160496 bytes in 109ms 11-22 07:00:39.534: E/MENU PAKEJ A(320): Total Price: RM 0.0 11-22 07:00:39.544: D/AndroidRuntime(320): Shutting down VM
I tried many times to return a string from java project to an android project But it keeps sending incorrect values as in as it should be 1 here is an example.