"Does that mean you're working on a scorched earth type game?"
Maybe. :)
On Apr 16, 8:53 am, john wrote:
> Your package is package com.baltz.scorched;
>
> Does that mean you're working on a scorched earth type game? It would
> be really crazy if you were, because I just started work on th
Sarnoth, that's great to know. I'll undo the changes I made (that I
thought would simply for testing it appears to have made the situation
worse) then test to see if the game loop is indeed running in its own
thread.
On Apr 16, 12:28 pm, Sarnoth wrote:
> You definitely need to do your game lo
You definitely need to do your game loop on a different thread. If
your game loop is running in the main UI thread then while it is
running the screen can't update and you can't get input events. The UI
thread is what does these things.
On Apr 15, 10:25 pm, Warren wrote:
> Sarnoth, I appreciate
Your package is package com.baltz.scorched;
Does that mean you're working on a scorched earth type game? It would
be really crazy if you were, because I just started work on the same
game, and I'm using the LunarLander game as a template as well.
It's also my first game - maybe we can help each
Sarnoth, I appreciate you taking the time to comment.
Does that matter - if the thread isn't different?
Just in case there were problems with the thread, I rewrote the
program not to use a second thread and just execute the drawing loop
in the view.
In the code sample, I also changed draw() t
I can't really say without seeing more of the code, but based on your
description of the problem I wonder if your thread is in fact a
separate thread or if the run method is simply being executed in the
main UI thread. Something worth checking. You can log
Thread.currentThread().getName() from ins
I may have found my problem.
The SurfaceView class implements a function called draw(Canvas).
I unwittingly created my own function draw() with the same signature,
overriding the original. I'm guessing that the SurfaceView probably
calls draw() during unlockCanvasAndPost(). But instead of execut
Thanks for the comment ellipsoidmobile.
If I remove the sleep, I still don't see anything until the very end.
I don't need that sleep in there for the application. I only put it in
so that, hopefully, I could see what was happening a little better.
Also, I thought that the SurfaceView allowed yo
The problem is your line Thread.currentThread().sleep(1000);//sleep
for 1000 ms
I believe with SurfaceView you have to draw your whole view on every
screen refresh. You just need to loop as fast as possible and the
system will throttle the speed in the calls to lockCanvas(). By
sleeping for 1 sec
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