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. > >> 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 > > > -- > > 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 > > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. 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