I think I have hit a coders block here. I am writing a game where multiples images will fall from the top of the screen and you have to catch them at the bottom. There will be an indeterminate number of images, so you don't know how many there will be upon start time. For the life of me I CANNOT figure out the way to implement this. I understand the logic, but am having trouble trucking through Android's classes. I tried to create my own "blossom" object, but every time I try to write anything having to do with a bitmap inside of it, it freaks out. Maybe I'm just writing the class wrong, I don't know. All of this is being performed on a SurfaceView. Is there anybody who has any ideas on how to accomplish this? Here is my code thus far:
public class BoardView extends SurfaceView implements SurfaceHolder.Callback{
Context mContext;
Bitmap box =
(BitmapFactory.decodeResource
(getResources(), R.drawable.box));
Bitmap blossom =
(BitmapFactory.decodeResource
(getResources(), R.drawable.blossom));
private BoardThread thread;
private float box_x = 140;
private float box_y = 378;
private float blossom_x = 0;
private float blossom_y = 0;
private float boxWidth = box.getWidth();
private float boxHeight = box.getHeight();
private float blossomWidth = blossom.getWidth();
private float blossomHeight = blossom.getHeight();
private Random generator = new Random();
boolean mode = false;
RectF boxRect = new RectF(box_x,box_y, box_x + boxWidth, box_y + boxHeight);
//ImageView box_view;
public BoardView(Context context){
super(context);
//surfaceHolder provides canvas that we draw on
getHolder().addCallback(this);
// controls drawings
thread = new BoardThread(getHolder(),this);
//draws the blossom at a random starting point
blossom_x = generator.nextInt(300);
//box_view = (ImageView)findViewById(R.id.box_view);
//box_view.setVisibility(ImageView.VISIBLE);
//TranslateAnimation anim = new TranslateAnimation(0,0,300,0);
//anim.setDuration(500);
//box_view.startAnimation(anim);
//intercepts touch events
setFocusable(true);
}
@Override
public void onDraw(Canvas canvas){
canvas.drawColor(Color.WHITE);
//draw box and set start location
canvas.drawBitmap(box, box_x - (boxWidth/2),
box_y - (boxHeight/2), null);
canvas.drawBitmap(blossom, blossom_x,
blossom_y = blossom_y+3 , null);
//collision detection, currently not working after
//implementing random draw
if(blossom_y + blossomHeight == box_y)
{
canvas.drawBitmap(blossom, 40,100, null);
}
}
@Override
public boolean onTouchEvent(MotionEvent event){
if(event.getAction() == MotionEvent.ACTION_DOWN){
if(boxRect.contains(event.getX(),event.getY())){
mode = true;
}
}
if(event.getAction() == MotionEvent.ACTION_MOVE) {
if(boxRect.contains(event.getX(),event.getY())){
mode = true;
}
if(mode == true){
box_x = (int)event.getX();
boxRect.set(box_x,box_y, box_x + boxWidth, box_y + boxHeight);
}
}
if(event.getAction() == MotionEvent.ACTION_UP){
mode = false;
}
invalidate();
return true;
}
@Override
public void surfaceChanged(SurfaceHolder holder,
int format, int width, int height ){
}
@Override
public void surfaceCreated(SurfaceHolder holder){
thread.startRunning(true);
thread.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder){
thread.startRunning(false);
thread.stop();
}
}
I am currently using a bitmap to draw the falling flower. I started making a class for the flower object instead, which so far looks like this
public class Blossom{
private Bitmap blossom;
public Blossom()
{
Bitmap blossom =
(BitmapFactory.decodeResource
(getResources(), R.drawable.blossom));
}
public void setImage(Bitmap bitmap)
{
//sets the image for the blossom;
Bitmap blossom = bitmap;
}
}
It keeps giving me an error saying getResources is undefined for the Blossom class. When I try to write a method called setImage, and do the setting of the Image in the BoardView class, it won't let me at all :( It looked something like this
public class Blossom{
private Bitmap blossom;
public void setImage(Bitmap bitmap)
{
//sets the image for the blossom;
Bitmap blossom = bitmap;
}
}
Can anybody see what is going wrong here?