Hi Sandeep,

I try to change it, but it shows an error like this:

"error: Error: Float types not allowed (at 'versionCode' with value '1.1')."
~Dhrumil

On Mon, Sep 6, 2010 at 5:59 PM, Sandeep Phansekar <
sandeep.phanse...@gmail.com> wrote:

> Hi
>
> Just Change the *android:versionCode="1.1"*  present in the mainfest.xml
> file
>
> regards
> sandeep
>
>
>   On Mon, Sep 6, 2010 at 5:39 PM, Dhrumil Shah <dhrumilsh...@gmail.com>wrote:
>
>>   I developed one game its code is here:
>>
>> *Testing.java*
>> *
>>
>> package
>> *com.paad.testing;
>>
>> *
>>
>> import
>> *android.app.Activity;*
>>
>> import
>> *android.os.Bundle;*
>>
>> import
>> *android.os.Handler;*
>>
>> import
>> *android.os.Message;*
>>
>> import
>> *android.view.*;*
>>
>> import
>> *android.graphics.*;*
>>
>> import
>> *android.content.*;
>>
>> *
>>
>> public
>> **class* Testing *extends* Activity {
>>
>> RandomView
>> randomView = *null*;
>>
>> *public* *static* *final* *int* *DIRECTION_RIGHT* = 0, *DIRECTION_LEFT* =
>> 1, *DIRECTION_DOWN* = 2, *DIRECTION_UP* = 3;
>>
>> *protected* *static* *final* *int* *GUIUPDATEIDENTIFIER* = 0x101;
>>
>> *private* Panel main;
>>
>> *private* Bitmap scratch;
>>
>> *private* Canvas offscreen;
>>
>> *public* *boolean* start = *true*;
>>
>> *private* *volatile* *boolean* running = *false*;
>>
>> *private* *int* direction = *DIRECTION_RIGHT*;
>>
>> *private* *int* boxx = 10;
>>
>> *private* *int* boxy = 10;
>>
>> Thread
>> myRefreshThread = *null*;
>>
>> Handler
>> GUIUpdateHandler = *new* Handler() {
>>
>> // @Override
>>
>> *public* *void* handleMessage(Message msg) {
>>
>> *switch* (msg.what) {
>>
>> *case* Testing.*GUIUPDATEIDENTIFIER*:
>>
>> randomView.invalidate();
>>
>> *break*;
>>
>> }
>>
>> *super*.handleMessage(msg);
>>
>> }
>>
>> };
>>
>> @Override
>>
>> *public* *void* onCreate(Bundle savedInstanceState)
>>
>> {
>>
>> *super*.onCreate(savedInstanceState);
>>
>> *this*.randomView = *new* RandomView(*this*);
>>
>> *this*.setContentView(*this*.randomView);
>>
>> (
>> *new* Thread(*new* Refresh())).start();
>>
>> setOffscreenBitmap();
>>
>> main = *new* Panel(*this*);
>>
>> setContentView(
>> main,*new* ViewGroup.LayoutParams(320,480));
>>
>> (
>> *new* Thread(*new* AnimationLoop())).start();
>>
>> }
>>
>> *private* *void* setOffscreenBitmap()
>>
>> {
>>
>> scratch = Bitmap.*createBitmap*(30,30,Bitmap.Config.*ARGB_8888*);
>>
>> offscreen = *new* Canvas();
>>
>> offscreen.setBitmap(scratch);
>>
>> offscreen.drawColor(Color.*RED*);
>>
>> }
>>
>> *private* *synchronized* *void* updatePhysics()
>>
>> {
>>
>> *if*(boxx < 10){
>>
>> direction = *DIRECTION_RIGHT*;
>>
>> }
>>
>> *else* *if*(boxx > 250){
>>
>> direction = *DIRECTION_LEFT*;
>>
>> }
>>
>> *if*(boxy < 10){
>>
>> direction = *DIRECTION_DOWN*;
>>
>> }
>>
>> *else* *if*(boxy > 350){
>>
>> direction = *DIRECTION_UP*;
>>
>> }
>>
>> *if*(direction == *DIRECTION_RIGHT*){
>>
>> boxx = boxx + 10;
>>
>> }
>>
>> *else* *if* (direction == *DIRECTION_LEFT*)
>>
>> {
>>
>> boxx = boxx - 10;
>>
>> }
>>
>> *else* *if*(direction == *DIRECTION_UP*){
>>
>> boxy = boxy - 10;
>>
>> }
>>
>> *else* *if*(direction == *DIRECTION_DOWN*){
>>
>> boxy = boxy + 10;
>>
>> }
>>
>> *else*{
>>
>> //Do nothing
>>
>> }
>>
>> }
>>
>> *private* *synchronized* *void* doDraw(Canvas canvas, Paint paint)
>>
>> {
>>
>> *if*(start)
>>
>> {
>>
>> canvas.drawColor(Color.
>> *GREEN*);
>>
>> canvas.drawBitmap(
>> scratch,10,10,paint);
>>
>> start = *false*;
>>
>> }
>>
>> *else*
>>
>> {
>>
>> canvas.save();
>>
>> canvas.clipRect(
>> boxx,boxy,boxx+30,boxy+30);
>>
>> canvas.drawColor(Color.
>> *RED*);
>>
>> canvas.drawBitmap(
>> scratch,boxx,boxy,paint);
>>
>> canvas.restore();
>>
>> }
>>
>> }
>>
>> //@Override
>>
>> *public* *boolean* onKeyDown(*int* keyCode, KeyEvent event){
>>
>> *if*(keyCode == KeyEvent.*KEYCODE_DPAD_CENTER*){
>>
>> *if*(running!=*true*){
>>
>> running = *true*;
>>
>> }
>>
>> *else*{
>>
>> running = *false*;
>>
>> }
>>
>> }
>>
>> *else* *if*(keyCode == KeyEvent.*KEYCODE_DPAD_LEFT*){
>>
>> direction = *DIRECTION_LEFT*;
>>
>> }
>>
>> *else* *if*(keyCode == KeyEvent.*KEYCODE_DPAD_RIGHT*){
>>
>> direction = *DIRECTION_RIGHT*;
>>
>> }
>>
>> *else* *if*(keyCode == KeyEvent.*KEYCODE_DPAD_DOWN*){
>>
>> direction = *DIRECTION_DOWN*;
>>
>> }
>>
>> *else* *if* (keyCode == KeyEvent.*KEYCODE_DPAD_UP*){
>>
>> direction = *DIRECTION_UP*;
>>
>> }
>>
>> *else* *if*(keyCode == KeyEvent.*KEYCODE_BACK*){
>>
>> finish();
>>
>> }
>>
>> *return* *true*;
>>
>> }
>>
>> *class* Panel *extends* View
>>
>> {
>>
>> Paint
>> paint;
>>
>> *public* Panel(Context context)
>>
>> {
>>
>> *super*(context);
>>
>> paint = *new* Paint();
>>
>> }
>>
>> @Override
>>
>> *protected* *void* onDraw(Canvas canvas)
>>
>> {
>>
>> doDraw(canvas,
>> paint);
>>
>> }
>>
>> }
>>
>> *class* AnimationLoop *implements* Runnable
>>
>> {
>>
>> *public* *void* run()
>>
>> {
>>
>> *while*(*true*)
>>
>> {
>>
>> *while*(running)
>>
>> {
>>
>> *try*
>>
>> {
>>
>> Thread.*sleep*(100);
>>
>> }
>>
>> *catch*(InterruptedException ex) {}
>>
>> updatePhysics();
>>
>> main.postInvalidate();
>>
>> }
>>
>> }
>>
>> }
>>
>> }
>>
>> *class* Refresh *implements* Runnable{
>>
>> *public* *void* run(){
>>
>> *while*(!Thread.*currentThread*().isInterrupted()){
>>
>> Message message =
>> *new* Message();
>>
>> message.
>> what = Testing.*GUIUPDATEIDENTIFIER*;
>>
>> Testing.
>> *this*.GUIUpdateHandler.sendMessage(message);
>>
>> *try*{
>>
>> Thread.*sleep*(100);
>>
>> }
>>
>> *catch* (Exception e) {
>>
>> Thread.*currentThread*().interrupt();
>>
>> }
>>
>> }
>>
>> }
>>
>> }
>>
>> }
>> my another class file:
>> *RandomView.java*
>>
>> **
>> *
>>
>> package
>> *com.paad.testing;
>>
>> *
>>
>> import
>> *android.content.Context;*
>>
>> import
>> *android.graphics.Canvas;*
>>
>> import
>> *android.graphics.Color;*
>>
>> import
>> *android.graphics.Point;*
>>
>> import
>> *android.graphics.drawable.Drawable;*
>>
>> import
>> *android.view.View;
>>
>> *
>>
>> public
>> **class* RandomView *extends* View{
>>
>> *protected* Drawable myPosition;
>>
>> *protected* Point myPoint = *new* Point(10,10);
>>
>> *protected* *enum* HorizontalDirection{*LEFT*,*RIGHT*}
>>
>> *protected* *enum* VerticalDirection{*UP*,*DOWN*}
>>
>> *protected* HorizontalDirection myXDirection = HorizontalDirection.*RIGHT
>> *;
>>
>> *protected* VerticalDirection myYDirection = VerticalDirection.*UP*;
>>
>> *public* RandomView(Testing testing) {
>>
>> *super*((Context)testing);
>>
>> *this*.setBackgroundColor(Color.*BLUE*);
>>
>> *this*.myPosition = *this*.getResources().getDrawable(R.drawable.*
>> greenball*);
>>
>> }
>>
>> *public* *void* onDraw(Canvas canvas){
>>
>> *if*(myPoint.x>= *this*.getWidth() - myPosition.getBounds().width()){
>>
>> *this*.myXDirection = HorizontalDirection.*LEFT*;
>>
>> }
>>
>> *else* *if*(myPoint.x <= 0){
>>
>> *this*.myXDirection = HorizontalDirection.*RIGHT*;
>>
>> }
>>
>> *if*(myPoint.y>= *this*.getHeight() - myPosition.getBounds().height()){
>>
>> *this*.myYDirection = VerticalDirection.*UP*;
>>
>> }
>>
>> *else* *if*(myPoint.y<=0){
>>
>> *this*.myYDirection = VerticalDirection.*DOWN*;
>>
>> }
>>
>> *if*(*this*.myXDirection == HorizontalDirection.*RIGHT*){
>>
>> *this*.myPoint.x += 10;
>>
>> }
>>
>> *else*{
>>
>> *this*.myPoint.x -= 10;
>>
>> }
>>
>> *if*(*this*.myYDirection == VerticalDirection.*DOWN*){
>>
>> *this*.myPoint.y += 10;
>>
>> }
>>
>> *else*{
>>
>> *this*.myPoint.y -= 10;
>>
>> }
>>
>> *this*.myPosition.setBounds(*this*.myPoint.x, *this*.myPoint.y, *this*.
>> myPoint.x + 50, *this*.myPoint.y + 50);
>>
>> *this*.myPosition.draw(canvas);
>>
>> }
>>
>> }
>>
>> This is my code. In that game, the box is moving left, right , top and
>> down. In the same, I used one image of ball, which is bouncing. But my
>> problem is the bouncing ball is not visible.
>>
>> How to solve it? Please suggest me.
>> ~Dhrumil
>>
>>
>>
>>
>> On Mon, Sep 6, 2010 at 4:26 PM, Miguel Morales 
>> <therevolti...@gmail.com>wrote:
>>
>>> How are you upgrading your game?
>>>
>>> On Mon, Sep 6, 2010 at 3:28 AM, dhrumil <dhrumilsh...@gmail.com> wrote:
>>> > Hello 2all,
>>> >
>>> > I have developed one simple game application.
>>> > In that, the box is moving in all four directions. Now I want to
>>> > upgrade my game. So for that I just add one ball image on this
>>> > application. This ball image is bouncing all over the android screen.
>>> > I tried a lot but not able to upgrade my game. The only box is visible
>>> > on the screen and the ball image is not visible.
>>> >
>>> > I want to display both of them on the screen.
>>> > How to do this?
>>> > Any suggestions.
>>> > Please anyone knows give me a reply.
>>> >
>>> > ~Dhrumil
>>> >
>>> > --
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>>>
>>>
>>>
>>> --
>>> ~ Jeremiah:9:23-24
>>> Android 2D MMORPG: http://developingthedream.blogspot.com/,
>>> http://diastrofunk.com,
>>> http://www.youtube.com/user/revoltingx
>>>
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>>
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>
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