I need help with my game! I am drawing my playermodel with a bitmap and I want to change the model with an ontouch event, but it is not working and I don't know, what I'm doing wrong: ( First of all here is my playerclass were I'm creating the bitmap:
public class Player extends GameObject{
private Bitmap spritesheet;
private String scoreText;
public int score;
private double dya;
private boolean up;
private boolean playing;
private Animation animation = new Animation();
private long startTime;
public boolean jumpable = false;
public boolean jumphigh;
public boolean falldown;
private int boden;
private boolean sliden;
public Player(Bitmap res, int w, int h, int numFrames) {
x = 100;
y = GamePanel.HEIGHT - GamePanel.HEIGHT / 4 +26 ;
//y = GamePanel.HEIGHT - GamePanel.HEIGHT / 4 - 100;
dy = 0;
score = 0;
height = h;
width = w;
boden = GamePanel.HEIGHT - GamePanel.HEIGHT / 4 -100;
Bitmap[] image = new Bitmap[numFrames];
spritesheet = res;
for (int i = 0; i < image.length; i++)
{
image[i] = Bitmap.createBitmap(spritesheet, i*width, 0, width, height);
}
animation.setFrames(image);
animation.setDelay(40);
startTime = System.nanoTime();
}
public void setUp(boolean b){up = b;}
public void update()
{
//score
long elapsed = (System.nanoTime()-startTime)/1000000;
if(elapsed>100)
{
score = score+7;
startTime = System.nanoTime();
scoreText = ""+score ;
}
animation.update();
if(up == true && jumpable == true){
jumphigh = true;
// dy = -5;
// System.out.println(up);
}else{
jumphigh = false;
}
if (jumphigh == true){
dy = -5;
}
if (falldown == true){
dy = 5;
}
if(dy>14)dy = 14;
if(dy<-14)dy = -14;
y += dy*2;
if (y >= boden){
y = boden;
jumpable = true;
falldown = false;
dy = 0;
}else if (y <= 60){
y= 60;
up = false ;
jumphigh = false;
falldown = true;
dy = 0;
}
if (y < GamePanel.HEIGHT - GamePanel.HEIGHT / 4 -100){
jumpable = false;
}
}
public void restart(){
x = 100;
y = GamePanel.HEIGHT - GamePanel.HEIGHT / 4 - 100;
dy = 0;
score = 0;
}
public void draw(Canvas canvas)
{
canvas.drawBitmap(animation.getImage(),x,y,null);
Paint paint = new Paint();
paint.setTypeface(Typeface.create(Typeface.SANS_SERIF,Typeface.NORMAL));
paint.setColor(Color.BLACK);
paint.setTextSize(50);
canvas.drawText(scoreText, 50 , 50 , paint);
}
public void setY(Canvas canvas){
y = GamePanel.HEIGHT - GamePanel.HEIGHT / 4 -20 ;
boden = GamePanel.HEIGHT - GamePanel.HEIGHT / 4 -20 ;
draw(canvas);
}
public int getScore(){return score;}
public void setSliden() {sliden = true; }
public boolean getPlaying(){return playing;}
public void setPlaying(boolean b){playing = b;}
public void resetP(){ x = 100;
y = GamePanel.HEIGHT - GamePanel.HEIGHT / 4 - 100;
dy = 0;}
public void resetDYA(){dya = 0;}
public void resetScore(){score = 0;}
And here is my gamepanel code where I'm calling my bitmap ( I give you only the parts you need for this question):
private Player player;
private int PlayerSprite = R.drawable.test;;
private int Playerhight = 120;
private int Playerwight = 115;
private int PlayerFrames = 8;
@Override
public void surfaceCreated(SurfaceHolder holder) {
player = new Player(BitmapFactory.decodeResource(getResources(), PlayerSprite), Playerwight, Playerhight, PlayerFrames);
invalidate();
thread.setRunning(true);
thread.start();
}
@Override
public boolean onTouchEvent(MotionEvent event) {
if(event.getAction()==MotionEvent.ACTION_DOWN){
PlayerSprite = R.drawable.sliden;
Playerhight = 52;
Playerwight = 130;
PlayerFrames = 1;
return true;
}
if(event.getAction()==MotionEvent.ACTION_UP)
{
player.setUp(false);
PlayerSprite = R.drawable.test;
Playerhight = 120;
Playerwight = 115;
PlayerFrames = 8;
return true;
}
return super.onTouchEvent(event);
}
public void update() {
if (player.getPlaying() == true && State == STATE.INGAME) {
player.update();
@Override
public void draw(Canvas canvas) {
super.draw(canvas);
final float scaleFactorX = getWidth() / (WIDTH*1.f);
final float scaleFactorY = getHeight() / (HEIGHT*1.f);
if (canvas != null && State == STATE.INGAME) {
final int savedState = canvas.save();
canvas.scale(scaleFactorX, scaleFactorY);
player.draw(canvas);
canvas.restoreToCount(savedState);
invalidate();
}
}
I want just want to change the image of the player with a onTouch event and its just not working.
Just call
invalidate()
inonTouchEvent(MotionEvent event)()
and see the change.Do not call invalidate in onDraw(), it will cause the permanent loop and reduce the performance of your app.