Array Index Error while swiping on the game - java

I have this match 3 game, but if I swiping outside the game board this error showed to me and crush the app:
java.lang.ArrayIndexOutOfBoundsException: length=9; index=11
I tried to fix this error but I don't know how to make it work when I touch outside the game board, is that way to make touch only inside the game board game or just a way to ignore this error when it's happing?
public void swap()
{
if(swapIndex > 0)
{
switch (direction){
case "right":
board[poseI][poseJ + 1].poseX -= cellWidth/ 8;
board[poseI][poseJ].poseX += cellWidth/ 8;
break;
case "left":
board[poseI][poseJ - 1].poseX += cellWidth/ 8;
board[poseI][poseJ].poseX -= cellWidth/ 8;
break;
case "up":
board[poseI - 1][poseJ].poseY += cellWidth/ 8;
board[poseI][poseJ].poseY -= cellWidth/ 8;
break;
case "down":
board[poseI + 1][poseJ].poseY -= cellWidth/ 8;
board[poseI][poseJ].poseY += cellWidth/ 8;
break;
}
swapIndex--;
}else {
Candies candies;
candies = board[poseI][poseJ];
board[poseI][poseJ] = board[newPoseI][newPoseJ];
board[newPoseI][newPoseJ] = candies;
board[poseI][poseJ].poseX = (int) (poseJ * cellWidth + drawX);
board[poseI][poseJ].poseY = (int) (poseI * cellWidth + drawY);
board[newPoseI][newPoseJ].poseX = (int) (newPoseJ * cellWidth + drawX);
board[newPoseI][newPoseJ].poseY = (int) (newPoseI * cellWidth + drawY);
swapIndex = 8;
if (gameState == GameState.swapping)
{
gameState = GameState.checkSwapping;
// count user moves
increaseUserMove();
}else {
gameState = GameState.nothing;
}
}
}
#Override
public void draw(Canvas canvas) {
super.draw(canvas);
canvas.drawColor(Color.WHITE); // Background Color
// Create Game top Background
canvas.drawBitmap(spriteSheet.topBG , 0, - cellWidth * 2, null);
// Create Game bottom Background
canvas.drawBitmap(spriteSheet.bottomBG , 0, drawY + cellWidth * 9, null);
// Create Game middle Background
canvas.drawBitmap(spriteSheet.bg_middle , 0, drawY, null);
// Create Game Cells
Paint p = new Paint(Paint.ANTI_ALIAS_FLAG);
p.setColor(Color.BLACK); // cells color
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 9; j++)
{
canvas.drawLine(0, drawY + (i * cellWidth), cellWidth * 10, drawY + (i * cellWidth), p);
canvas.drawLine(j * cellWidth , drawY, j * cellWidth, drawY + cellWidth * 9, p);
}
}
for (Candies[] candie: board)
{
for (Candies candies: candie)
{
candies.drawCandies(canvas, spriteSheet);
}
}
for(int i = 0; i < board.length; i++)
{
for(int j = 0; j < board[0].length; j++)
{
candies.drawCandies(canvas, spriteSheet);
}
}
//canvas.drawBitmap(spriteSheet.candiesBMP, candies.poseX, candies.poseY, null);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
final int action = event.getAction();
switch (action)
{
case MotionEvent.ACTION_DOWN:
oldX = event.getX();
oldY = event.getY();
poseI = (int) (oldY - drawY) / cellWidth;
poseJ = (int) (oldX - drawX) / cellWidth;
move = true;
break;
case MotionEvent.ACTION_MOVE:
if(gameState == GameState.nothing)
{
float newX = event.getX();
float newY = event.getY();
float deltaX = Math.abs(newX - oldX);
float deltaY = Math.abs(newY - oldY);
if(move && deltaX > 30 || deltaY > 30)
{
// check how many pixels our fingers moved
// if we moved our finger more than 30 pixels we start checking in which direction
move = false;
if (Math.abs(oldX- newX) > Math.abs(oldY - newY))
{
// if the first X touch - the end of the X touch is bigger than the
// first Y touch - the end of the touch Y so the direction is in the X direction
// now we will check which is bigger the oldX or newX for know if its left or right
if(newX > oldX)
{
direction = "right";
newPoseJ = (poseJ + 1);
}else {
direction = "left";
newPoseJ = (poseJ - 1);
}
newPoseI = poseI;
}
if (Math.abs(oldY - newY) > Math.abs(oldX - newX))
{
if(newY > oldY)
{
direction = "down";
newPoseI = (poseI + 1);
}else {
direction = "up";
newPoseI = (poseI - 1);
}
newPoseJ = poseJ;
}
gameState = GameState.swapping;
}
}
break;
}
return true;
}

Related

Java swing game JPanel layout assistance

I'm in the process of making a game which has 3 sections to the JFrame, the game map, a "player view" : just an animation of the player moving and will hopefully include different enemy designs later and finally a inventory section I haven't started on yet.
What would be the best way in terms of class and method layouts to have all these 3 sections of my JPanel able to communicate with one another and dynamically change based on the current situation (having the player view show an enemy when their tile collides with another or have it not update if the player doesnt move (s)).
I don't mind re-writing the entire game just this is my first game and would like some assistance on structure.
And I'm not sure exactly how paintComponent works or repaint() method. Or how draw(Graphics g) is called
to make the graphics???
Code for context and testing:
TextGamePanel.java :
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.Iterator;
import java.util.ArrayList;
import java.util.Random;
public class TextGamePanel extends JPanel implements ActionListener{
private static final int HEIGHT = 30, WIDTH = 30, MAPVISIBILITY = 8;
private static final int SCREEN_WIDTH = 1080;
private static final int SCREEN_HEIGHT = 1080;
private static final int UNIT_SIZE = 36;
private static final int DELAY = 10;
private String[][] mapBlank = new String[HEIGHT][WIDTH];
private ArrayList<Enemies> enemyList = new ArrayList<Enemies>();
private Random random = new Random();
private Players player;
private int turnCounter = 0;
Timer timer;
boolean active = false , movementMade = false;
TextGamePanel(){
this.setPreferredSize(new Dimension(1920, 1080));
this.setFocusable(true);
this.addKeyListener(new MyKeyAdapter());
startGame();
}
public void startGame(){
newPlayer();
active = true;
timer = new Timer(DELAY, this);
timer.start();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
draw(g);
}
public void makeMap(){
for(int row = 0; row < mapBlank.length; row++){
for(int col = 0; col < mapBlank[row].length; col++){
mapBlank[row][col] = "";
}
}
for(Enemies enemy : enemyList){
mapBlank[enemy.getXPos()][enemy.getYPos()] = " *";
}
mapBlank[player.getXPos()][player.getYPos()] = " ^";
}
public void draw(Graphics g){
makeMap();
// These loops generate the
g.setColor(new Color(69, 69, 69));
g.fillRect(1080, 0, 840, 360);
g.setFont(new Font("Times Roman", Font.BOLD, 36));
g.setColor(new Color(74, 74, 74));
for(int x = 0; x < 20; x++){
g.drawString(randomString(50), 1020, UNIT_SIZE + x*UNIT_SIZE/2);
}
for(int i = 0; i < 2; i++){
for(int x = 0; x < 13; x++){
g.setColor(new Color(0+x*10, 0+x*10, 0+x*10));
g.setFont(new Font("Times Roman", Font.BOLD, 10+x*2));
g.drawString(randomString(200), 1020, 268 + x * 8);
}
}
//makes the map background grey
g.setColor(new Color(69, 69, 69));
g.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
//Makes light for context of player view range
g.setColor(new Color(227, 201, 109, 50));
g.fillOval((int)(((player.getXPos()) * UNIT_SIZE) - MAPVISIBILITY/2 * UNIT_SIZE), (int)(((player.getYPos()) * UNIT_SIZE) - MAPVISIBILITY/2 *UNIT_SIZE), (int)((MAPVISIBILITY +1) * UNIT_SIZE), (int)((MAPVISIBILITY +1) * UNIT_SIZE));
g.setColor(new Color(227, 180, 109, 50));
g.fillOval((int)(((player.getXPos()) * UNIT_SIZE) - (MAPVISIBILITY/2 - 1) * UNIT_SIZE), (int)(((player.getYPos()) * UNIT_SIZE) - (MAPVISIBILITY/2 - 1) *UNIT_SIZE), (int)((MAPVISIBILITY -1) * UNIT_SIZE), (int)((MAPVISIBILITY -1) * UNIT_SIZE));
g.setColor(new Color(240, 110, 67, 50));
g.fillOval((int)(((player.getXPos()) * UNIT_SIZE) - (MAPVISIBILITY/2 - 2.5) * UNIT_SIZE), (int)(((player.getYPos()) * UNIT_SIZE) - (MAPVISIBILITY/2 - 2.5) *UNIT_SIZE), (int)((MAPVISIBILITY -4) * UNIT_SIZE), (int)((MAPVISIBILITY -4) * UNIT_SIZE));
g.setColor(new Color(255, 255, 255));
g.setFont(new Font("Times Roman", Font.BOLD, 36));
//draws the grid
for(int i = 0; i < SCREEN_HEIGHT/UNIT_SIZE; i++){
g.drawLine(i*UNIT_SIZE, 0, i*UNIT_SIZE, SCREEN_HEIGHT);
}
for(int i = 0; i < SCREEN_WIDTH/UNIT_SIZE; i++){
g.drawLine(0, i*UNIT_SIZE, SCREEN_WIDTH, i*UNIT_SIZE);
}
//draws only yourself and enemy around you given MAPVISIBILITY/2 = view range
int xIndex = -1, yIndex = -1;
for(int row = player.getXPos() - MAPVISIBILITY/2; row < player.getXPos() + 1 + MAPVISIBILITY/2; row++){
xIndex ++;
for(int col = player.getYPos() - MAPVISIBILITY/2; col < player.getYPos() + 1 + MAPVISIBILITY/2; col++){
yIndex++;
try{
g.drawString(mapBlank[row][col], row * UNIT_SIZE, (col + 1) * UNIT_SIZE);
}catch(Exception e){
}
}
}
// inventory section (yet to be made)
g.setColor(Color.blue);
g.fillRect(1080, 360, 840, 720);
}
public void movementPhase(){
turnCounter ++;
updateEnemyMovement();
if(turnCounter == 2){
turnCounter = 0;
newEnemy();
}
}
#Override
public void actionPerformed(ActionEvent e){
if(active){
}
}
public class MyKeyAdapter extends KeyAdapter{
#Override
public void keyPressed(KeyEvent e){
switch(e.getKeyCode()){
case KeyEvent.VK_Q: // Move diagonal left up.
if(player.getXPos() > 0 && player.getYPos() > 0){
player.setXPos(player.getXPos() - 1);
player.setYPos(player.getYPos() - 1);
movementMade = true;
}
break;
case KeyEvent.VK_E: // Move diagonal right up.
if(player.getXPos() < HEIGHT - 1 && player.getYPos() > 0){
player.setXPos(player.getXPos() + 1);
player.setYPos(player.getYPos() - 1);
movementMade = true;
}
break;
case KeyEvent.VK_Z: // Move diagonal left down.
if(player.getXPos() > 0 && player.getYPos() < WIDTH - 1){
player.setXPos(player.getXPos() - 1);
player.setYPos(player.getYPos() + 1);
movementMade = true;
}
break;
case KeyEvent.VK_C: // Move diagonal right down.
if(player.getYPos() < WIDTH - 1 && player.getXPos() < HEIGHT - 1){
player.setXPos(player.getXPos() + 1);
player.setYPos(player.getYPos() + 1);
movementMade = true;
}
break;
case KeyEvent.VK_W: // Move up.
if(player.getYPos() > 0){
player.setYPos(player.getYPos() - 1);
movementMade = true;
}
break;
case KeyEvent.VK_X: // Move down.
if(player.getYPos() < WIDTH - 1){
player.setYPos(player.getYPos() + 1);
movementMade = true;
}
break;
case KeyEvent.VK_A: // Move left.
if(player.getXPos() > 0){
player.setXPos(player.getXPos() - 1);
movementMade = true;
}
break;
case KeyEvent.VK_D: // Move right.
if(player.getXPos() < HEIGHT - 1){
player.setXPos(player.getXPos() + 1);
movementMade = true;
}
break;
case KeyEvent.VK_S: // Dont Move.
movementMade = true;
break;
}
if(movementMade){
movementPhase();
movementMade = false;
}
repaint();
}
}
public void updateEnemyMovement(){
Iterator i = (Iterator) enemyList.iterator();
Enemies enemy = new Enemies();
while(i.hasNext()){
enemy = (Enemies) i.next();
enemy.move(player.getXPos(), player.getYPos());
if(enemy.getXPos() == player.getXPos() && enemy.getYPos() == player.getYPos()){
i.remove();
}
}
}
public void newPlayer(){
player = new Players(random.nextInt((int)SCREEN_WIDTH/UNIT_SIZE), random.nextInt((int)SCREEN_HEIGHT/UNIT_SIZE));
}
public void newEnemy(){
enemyList.add(new Enemies(random.nextInt(HEIGHT), random.nextInt(WIDTH)));
}
public String randomString(int n) {
int leftLimit = 49; //'0'
int rightLimit = 122; //'z'
int targetStringLength = n;
Random random = new Random();
StringBuilder buffer = new StringBuilder(targetStringLength);
for (int i = 0; i < targetStringLength; i++) {
int randomLimitedInt = leftLimit + (int)
(random.nextFloat() * (rightLimit - leftLimit + 1));
buffer.append((char) randomLimitedInt);
}
String generatedString = buffer.toString();
return(generatedString);
}
}
`
Players.java :
public class Players{
private int x, y;
public Players(){
}
public Players(int x, int y){
this.x = x;
this.y = y;
}
/** Positional Methods */
public int getXPos(){
return x;
}
public int getYPos(){
return y;
}
public void setXPos(int x){
this.x = x;
}
public void setYPos(int y){
this.y = y;
}
}
`
Enemies.java :
public class Enemies {
private int x, y;
public Enemies(){
}
public Enemies(int x, int y){
this.x = x;
this.y = y;
}
/** Positional Methods */
public int getXPos(){
return x;
}
public int getYPos(){
return y;
}
public void setXPos(int x){
this.x = x;
}
public void setYPos(int y){
this.y = y;
}
/** Enemy Movement Method */
public void move(int playerX, int playerY){
if(getXPos() == playerX && getYPos() == playerY){ // x = playerX & y = playery
}/** Diagonal right down */
else if(getXPos() < playerX && getYPos() < playerY){ // x < playerX & y < playerY
setXPos(getXPos() + 1); // x + 1
setYPos(getYPos() + 1); // y + 1
}/** Diagonal right up */
else if(getXPos() > playerX && getYPos() < playerY){ // x > playerX & y < playerY
setXPos(getXPos() - 1); // x - 1
setYPos(getYPos() + 1); // y + 1
}/** Diagonal left down */
else if(getXPos() < playerX && getYPos() > playerY){ // x < playerX & y > playerY
setXPos(getXPos() + 1); // x + 1
setYPos(getYPos() - 1); // y - 1
}/** Diagonal right up */
else if(getXPos() > playerX && getYPos() > playerY){ // x > playerX & y > playerY
setXPos(getXPos() - 1); // x - 1
setYPos(getYPos() - 1); // y - 1
}/** Down */
else if(getXPos() < playerX && getYPos() == playerY){ // x < playerX & y = playerY
setXPos(getXPos() + 1); // x + 1
}/** Up */
else if(getXPos() > playerX && getYPos() == playerY){ // x > playerX & y = playerY
setXPos(getXPos() - 1); // x - 1
}/** Right */
else if(getXPos() == playerX && getYPos() < playerY){ // x = playerX & y < playerY
setYPos(getYPos() + 1); // y + 1
}/** Left */
else if(getXPos() == playerX && getYPos() > playerY){ // x = playerX & y > playerY
setYPos(getYPos() - 1); // y - 1
}
}
}
`
TextGameFrame.java :
import javax.swing.*;
public class TextGameFrame extends JFrame{
TextGameFrame(){
this.add(new TextGamePanel());
this.setTitle("Text Game");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setResizable(false);
this.pack();
this.setVisible(true);
this.setLocationRelativeTo(null);
}
}
`
TextGameMain.java :
public class TextGameMain{
public static void main(String[] args){
new TextGameFrame();
}
}
`

processing FrameBuffer Error

I am trying to make a processing program, but if I use P2D, P3D, or OPENGL mode I get an error:
com.sun.jdi.VMDisconnectedException
at com.sun.tools.jdi.TargetVM.waitForReply(TargetVM.java:285)
at com.sun.tools.jdi.VirtualMachineImpl.waitForTargetReply(VirtualMachineImpl.java:1015)
at com.sun.tools.jdi.PacketStream.waitForReply(PacketStream.java:51)
at com.sun.tools.jdi.JDWP$ObjectReference$InvokeMethod.waitForReply(JDWP.java:4589)
at com.sun.tools.jdi.ObjectReferenceImpl.invokeMethod(ObjectReferenceImpl.java:374)
at processing.mode.java.runner.Runner.findException(Runner.java:701)
at processing.mode.java.runner.Runner.reportException(Runner.java:652)
at processing.mode.java.runner.Runner.exception(Runner.java:595)
at processing.mode.java.runner.EventThread.exceptionEvent(EventThread.java:367)
at processing.mode.java.runner.EventThread.handleEvent(EventThread.java:255)
at processing.mode.java.runner.EventThread.run(EventThread.java:89)
the error message itself varies between P2D and P3D, but they both get a no framebuffer objects available error. I am using processing 2.0b7, please help and let me know if you need more info.
Note: I don't know if this is a separate issue or not, but I am also getting GLSL shader errors to.
Now, here is my code:
Cell[][] Cells = new Cell[50][50];
byte Direction = 1;
byte Times = 1;
int oldwidth = 500;
int oldheight = 500;
void setup() {
size(oldwidth, oldheight, OPENGL);
background(255);
colorMode(HSB,250);
for (int x = 0; x < 50; x++) {
for (int y = 0; y < 50; y++) {
Cells[x][y] = new Cell(x * 5, y * 5, 255, x * (width / 50), y * (height / 50), width / 50, height / 50);
}
}
}
void draw() {
for (int x = 0; x < 50; x++) {
for (int y = 0; y < 50; y++) {
if (width == oldwidth) Cells[x][y].Width = width / 50;
if (height == oldheight) Cells[x][y].Height = height / 50;
if (Direction == 1){
Cells[x][y].Hue += 5;
if (Cells[x][y].Hue > 250) Cells[x][y].Hue -= 250;
}
if (Direction == 2){
Cells[x][y].Saturation -= 5;
if (Cells[x][y].Saturation < 0) Cells[x][y].Saturation += 500;
}
if (Direction == 3){
Cells[x][y].Hue -= 5;
if (Cells[x][y].Hue < 0) Cells[x][y].Hue += 250;
}
if (Direction == 4){
Cells[x][y].Saturation += 5;
if (Cells[x][y].Saturation > 500) Cells[x][y].Saturation -= 500;
}
Cells[x][y].Draw();
}
}
if (Times == 50){
Times = 1;
if (Direction == 4) Direction = 1; else Direction += 1;
} else Times += 1;
delay(10);
}
class Cell {
int X;
int Y;
int Width;
int Height;
float Hue;
float Saturation;
float Brightness;
Cell(color parC, int parX, int parY, int parWidth, int parHeight) {
Hue = hue(parC);
Saturation = saturation(parC);
Brightness = brightness(parC);
X = parX;
Y = parY;
Width = parWidth;
Height = parHeight;
}
Cell(float parHue, float parSaturation, float parBrightness, int parX, int parY, int parWidth, int parHeight) {
Hue = parHue;
Saturation = parSaturation;
Brightness = parBrightness;
X = parX;
Y = parY;
Width = parWidth;
Height = parHeight;
}
void Draw() {
if (Saturation > 250) if (Saturation > 500) stroke(color(Hue,0,Brightness)); else stroke(color(Hue,Saturation - (Saturation - 250) * 2,Brightness)); else stroke(color(Hue,Saturation,Brightness));
if (Saturation > 250) if (Saturation > 500) fill(color(Hue,0,Brightness)); else fill(color(Hue,Saturation - (Saturation - 250) * 2,Brightness)); else fill(color(Hue,Saturation,Brightness));
rect(X, Y, Width, Height);
}
}
I just realized that it is just that my graphics card does not support OPENGL 2.0

Moving through a tilemap; gets stuck vertically when it hit the middle of the map

So I'm making a simple game where I have a tilemap (or cellmap depending on your terminology). The problem is: if I have a map over about 100 tiles if I move about halfway down the map the app will move me to the last row(meaning the bottom row on screen is the last row) and I can no longer move up but have no trouble moving horizontally. I would really appreciate it if someone could tell me what I'm doing wrong and why what I'm doing doesn't work for anything above ~100 tilesThe code for moving.
Here's the code showing how I handle the touch events. If you think you need more code be sure to tell me.
#Override
public boolean onTouchEvent(MotionEvent event) {
// touch down
if (event.getAction() == MotionEvent.ACTION_DOWN) {
// new event
_isMoving = false;
// store coordinates
_xTouch = (int) event.getX();
_yTouch = (int) event.getY();
} else if (event.getAction() == MotionEvent.ACTION_MOVE) {
_isMoving = true;
// new offset
_xOffSet += _xTouch - (int) event.getX();
_yOffSet += _yTouch - (int) event.getY();
// make sure it never goes out of bounds
if (_xOffSet < 0) {
_xOffSet = 0;
} else if (_xOffSet > _mapSize * _cellSize - getWidth()) {
_xOffSet = _mapSize * _cellSize - getWidth();
}
if (_yOffSet < 0) {
_yOffSet = 0;
} else if (_yOffSet > getHeight()) {
_yOffSet = _mapSize * _cellSize - getHeight();
}
_xTouch = (int) event.getX();
_yTouch = (int) event.getY();
findMapEnds();
} else if (event.getAction() == MotionEvent.ACTION_UP) {
// touch released
if (!_isMoving) {
int column = (int) FloatMath.ceil((_xOffSet + event.getX())
/ _cellSize) - 1;
int row = (int) FloatMath.ceil((_yOffSet + event.getY())
/ _cellSize) - 1;
Cell cell = _mapCells.get(row).get(column);
Toast.makeText(getContext(), "Cell id #" + cell.get_id(),
Toast.LENGTH_SHORT).show();
}
}
return true;
}
private void findMapEnds() {
// finds the map end.
_StartRow = _yOffSet / _cellSize;
_MaxRow = (int) Math.min(_mapSize, _StartRow + Math.floor(getHeight())
/ _cellSize + 2);
_StartCol = _xOffSet / _cellSize;
_MaxCol = (int) Math.min(_mapSize, _StartCol + Math.floor(getWidth())
/ _cellSize + 2);
_XScrollOffset = (int) (((_xOffSet / (float) _cellSize) - (_xOffSet / _cellSize)) * _cellSize);
_YScrollOffset = (int) (((_yOffSet / (float) _cellSize) - (_yOffSet / _cellSize)) * _cellSize);
}

Canvas OnDraw method

I am currently creating a maze using a pair of boolean array (horizontal and vertical) in order to draw lines for the maze.
The maze only every displays 5 bools from the array at one time. Then, I have an user who is always centered and as he moves through the maze the next set of bools are drawn. This is working as it should.
The issue that I am having is: when the user moves to a certain part of the maze the for loop drawing the lines becomes higher than the bool array and therefore crashes the app. Please find below some code snippets.
The onDraw:
protected void onDraw(Canvas canvas) {
canvas.drawRect(0, 0, width, height, background);
int currentX = maze.getCurrentX(),currentY = maze.getCurrentY();
int drawSizeX = 6 + currentX;
int drawSizeY = 6 + currentY;
currentX = currentX - 2;
currentY = currentY - 2;
for(int i = 0; i < drawSizeX - 1; i++) {
for(int j = 0; j < drawSizeY - 1; j++) {
float x = j * totalCellWidth;
float y = i * totalCellHeight;
if(vLines[i + currentY][j + currentX]) {
canvas.drawLine(x + cellWidth, //start X
y, //start Y
x + cellWidth, //stop X
y + cellHeight, //stop Y
line);
}
if(hLines[i + currentY][j + currentX]) {
canvas.drawLine(x, //startX
y + cellHeight, //startY
x + cellWidth, //stopX
y + cellHeight, //stopY
line);
}
}
//draw the user ball
canvas.drawCircle((2 * totalCellWidth)+(cellWidth/2), //x of center
(2 * totalCellHeight)+(cellWidth/2), //y of center
(cellWidth*0.45f), //radius
ball);
}
EDIT 1 - The Move -
public boolean move(int direction) {
boolean moved = false;
if(direction == UP) {
if(currentY != 0 && !horizontalLines[currentY-1][currentX]) {
currentY--;
moved = true;
}
}
if(direction == DOWN) {
if(currentY != sizeY-1 && !horizontalLines[currentY][currentX]) {
currentY++;
moved = true;
}
}
if(direction == RIGHT) {
if(currentX != sizeX-1 && !verticalLines[currentY][currentX]) {
currentX++;
moved = true;
}
}
if(direction == LEFT) {
if(currentX != 0 && !verticalLines[currentY][currentX-1]) {
currentX--;
moved = true;
}
}
if(moved) {
if(currentX == finalX && currentY == finalY) {
gameComplete = true;
}
}
return moved;
}
If there is anything else that I need to clarify please let me know.
Thanks in advance.
drawSizeX/Y indexes over the array when currentX/Y is high enough (length-6)
So limit the values to Math.min(current + 6, array.length)

Android Multitouch - ACTION_MOVE with multiple pointers

Hi in my app i have a where i want a finger on the top half to control something on the top and a finger on the bottom half to control something on the bottom simultaniously. So i attempted implementing multitouch but i cant seem to get the ACTION_MOVE correct. When i move 2 fingers on the screen it only moves the object on the side that touched the screen first. I was wondering why this is the case? Heres my code:
public boolean onTouch(View v, MotionEvent event){
//needs multitouch
if(checkInGame()){
int pointerIndex = 0;
if(event.getY() < this.getMeasuredHeight() / 2){
pointerId1 = event.getPointerId(event.getActionIndex());
pointerIndex = event.findPointerIndex(pointerId1);
}else{
pointerId2 = event.getPointerId(event.getActionIndex());
pointerIndex = event.findPointerIndex(pointerId2);
}
switch(event.getAction() & MotionEvent.ACTION_MASK){
case MotionEvent.ACTION_MOVE:{
int numPointers = event.getPointerCount();
for (int i = 0; i < numPointers; i++){
if(event.getY(i) < this.getMeasuredHeight() /2){
Log.d("Touch","Move1");
int moveX = 0;
int moveY = 0;
moveX = (int) event.getX(i) - sX;
moveY = (int) event.getY(i) - sY;
ship1.setLoc(moveX, moveY);
sX = sX + moveX;
sY = sY + moveY;
}else{
Log.d("Touch","Move2");
int moveX = 0;
int moveY = 0;
moveX = (int) event.getX(i) - sX2;
moveY = (int) event.getY(i) - sY2;
ship2.setLoc(moveX, moveY);
sX2 = sX2 + moveX;
sY2 = sY2 + moveY;
}
return true;
}
}
case MotionEvent.ACTION_DOWN: {
if(event.getY(pointerIndex) < this.getMeasuredHeight() /2){
Log.d("Touch","Top1");
sX = (int) event.getX(pointerIndex);
sY = (int) event.getY(pointerIndex);
}else{
Log.d("Touch","Bottom1");
sX2 = (int) event.getX(pointerIndex);
sY2 = (int) event.getY(pointerIndex);
}
return true;
}
case MotionEvent.ACTION_POINTER_DOWN:{
if(event.getY(pointerIndex) < this.getMeasuredHeight() /2){
Log.d("Touch","Top2");
sX = (int) event.getX(pointerIndex);
sY = (int) event.getY(pointerIndex);
}else{
Log.d("Touch","Bottom2");
sX2 = (int) event.getX(pointerIndex);
sY2 = (int) event.getY(pointerIndex);
}
return true;
}
}
Your return statement is inside the for-loop, so it only ever iterates once.

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