You clearly do not know what you are talking about, so why did you
answer? versionCode takes an INTEGER value. It is versionName that
takes a string.

On Sep 6, 5:29 am, Sandeep Phansekar <[email protected]>
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 <[email protected]> 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 
> > <[email protected]>wrote:
>
> >> How are you upgrading your game?
>
> >> On Mon, Sep 6, 2010 at 3:28 AM, dhrumil <[email protected]> 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
>
> >> > --
> >> > You received this message because you are subscribed to the Google
> >> > Groups "Android Developers" group.
> >> > To post to this group, send email to
> >> [email protected]
> >> > To unsubscribe from this group, send email to
> >> > [email protected]<android-developers%[email protected]>
> >> > For more options, visit this group at
> >> >http://groups.google.com/group/android-developers?hl=en
>
> >> --
> >> ~ Jeremiah:9:23-24
> >> Android 2D MMORPG:http://developingthedream.blogspot.com/,
> >>http://diastrofunk.com,
> >>http://www.youtube.com/user/revoltingx
>
> >> --
> >>   You received this message because you are subscribed to the Google
> >> Groups "Android Developers" group.
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> >> [email protected]<android-developers%[email protected]>
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> >>http://groups.google.com/group/android-developers?hl=en
>
> >  --
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> >http://groups.google.com/group/android-developers?hl=en
>
>

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