How do you run each "tick" of the program in Android Studio? - java

What I mean by "tick" is, "each time the program 'updates', or essentially each frame when it runs". Like the Gamemaker Step event for objects. Gamemaker is just bad because these "ticks" or "steps" are directly tied to fps, which can break the game, quite literally.
This is probably a repeated question because I simply don't know what to ask for. If it is, please go ahead and point me in the right direction by giving me the proper terminology for this program. Perhaps there is no "step" in Android Studio, and I just need to have a TimerTask to have my game constantly update and do its actions.
Why do I want to know? Because some actions the AI takes needs to be happening regardless of user input, like in an RTS game. Or for updating your position on a map, that's tied to Google Services' getLastLocation method.

Related

Making Java game, found easy way to cheat, don't know how to prevent it

I'm making a game in Java, and I made it so that if you right click, the player teleports to the mouse to "escape". I want to make it so that you can only use it every 2 mins. and after trying and failing THAT, I found out that you can just hold down right mouse and the player will follow your mouse/clicker. I am using Processing 3.1.2 if that helps at all.
Every time you allow that player power to be used, note the current timestamp.
Next time the player attempts to activate that power, check the saved timestamp against the current time. If an insufficient number of seconds have passed, disallow the power.
If sufficient time has passed and you allow the power to activate, update the variable holding the time that the power was last used.
This is often called a "cool down" in games.
I would suggest using a javax.swing.timer. I have done this before, and within the mouseClicked event you set a boolean canTeleport = false. At the end of the javax.swing.timer, set canTeleport = true. The first thing that you can do when going inside mouseClicked,
if(canTeleport)
{
//teleport
}
//start timer

Is it good to separate game thread and display thread?

It is the first time I want to write a java game, and I chose to do a Snake Line.
I learnt from a piece of source code from online. It updates the game states and displays in one thread. I changed around that code, and when I changed the FPS (from 60 to 30), animation slows down. More to this, the game behavior changes too. It is duck shooting game, and the space between ducks get narrower.
So I decided to separate the game thread and the display thread to avoid the above problem. But then I realize it brings out the concurrency problem which will be all over the place.
So as the title indicates, is it good to separate game thread and display thread? What is the common practice and why?
From the changes you experience, it sounds like you are using frame as a unit of time measurement. Or, more precisely, you use pixel/frame(or something like that) for velocity and second for time.
This might be OK for a simple game like yours, ones that are light enough on the system resources so that the delay between frames you specify in the code is practically the same as the real delay, meaning you are in complete control over the FPS. When the game get heavier and modern systems can no longer guarantee that property, you have a problem.
The solution is usually not to separate the game and display loops to separate threads, but to not use frames as unit of measurement for game mechanics calculations. Instead, each frame measure the time from the previous frame and use that value for the calculations, eg. multiply it by the speed to know how much to move a game object in this frame.
Not that separating those loops is such a bad idea. You don't get concurrency problems "all over the place", since the interaction between the game logic and the display shouldn't be "all over the place". The interaction should be one-way: the game loop writes data and the display loop reads it. That means you shouldn't have race conditions, but you can still get other multithreading hazards, which you can solve with volatile variables.

How to connect UI and functionality?

I am only a beginner in Java and until now I just put the functionality into the addActionListener() method of the buttons, it was enough for little games and stuff.
But now I am trying to make it seriously and I am wondering how to connect those 2.
As an example I am making a Fuchimi game, so I have my classes for the actual game and then a class that builds the frame with everything needed.
But my actual problem right now is, that after the frame is created, it doesn't do the following code since the code pauses at the window, like here:
FuchimiUI ui = new FuchimiUI();
//The following is not executed
Hand playerHand = null;
while (playerHand == null) {
playerHand = ui.getPlayerHand();
}
Hand enemyHand = generateHand();
ui.changeEnemyText("Enemy picked " + enemyHand.toString());
if (enemyHand.beats(playerHand)) {
ui.changeGenText("Computer wins!");
} else
ui.changeGenText("You win!");
The buttons I have just change the hand of the player.
So how can I do that properly, having the game code being compiled while the frame is already open?
I thought about threads, but I have too little knowledge about them, thus I don't know if that would be a good way.
Edit:
The ui.getPlayerHand() method returns the chosen hand(rock, paper or scissors) that the player has chosen through the buttons.
Of course I could have written the whole code in each of the button's addActionListener()methods, but I doubt that's the proper way of doing that.
So in general, all I wanted to do is let the player choose his hand and then let the game generate a random hand, then compare those two and change the text of one of the labels, depending on wether the player won or not.
The problem you are having results from the fact that your while loop is blocking the UI thread. You need to offload it to a different thread and then enqueue the UI updates back on the UI thread. The same situation is encountered here, please have a look.
There are several ways to fix this. One of them is the SwingWorker.
The steps are:
Override doInBackground for your while loop.
In it, call publish to store intermediate results (like the messages you want to display).
Override process to display the intermediate results in your UI.
The third page of above mentioned tutorial covers this.
As much as I agree with Domi's answer, that long-running code should go into a background thread, I strongly suspect that this is not what you need in this situation, that instead you should re-think the structure of your program. Likely what you need instead of that while loop is a modal dialog.
For more and better advice, consider telling us more details of the game logic and your program set up. For instance, tell us exactly what ui.getPlayerHand() does, as a start.
What you want to do is to change the structure of your program so that it is event-driven and state based where its behavior changes depending on its state. For instance if your program is in "choose hand" mode, then those buttons or other user interfaces are all that respond to the user.

Choppy Image on multithreaded android game

I decided to convert my spritesbased 2d game for android to use opengl-es to help with some render-related framerate issues. Currently the setup is as follows:
Rendering tkaes place in its own thread, with rendermode set to continuous. Game logic updating takes place in a seperate threaad. Both threads interact with a synchronized drawlock class which ensures that they are never touching the game information simultaneously.
So basically, the render thread waits for any current update to finish before drawing and the update thread waits for the current render to end before starting an update. Everything looks great except or some choppiness I've noticed in the picture when moving around the screen.
I believe this is likely due to a lack of consistency in the number of updates that happen in between each render, on average twice as many updates happen because as of right now not a whole lot is happening in the update. But this lacks consistency so sometimes 1 gets through, sometimes 2, 3 etc so the delta in positions of items being drawn is also not consistent thus creating the choppiness.
Anyone have an idea how I might rectify this? The update thread is regulated to 60 times per second with sleeps...maybe something similar needs to happen under render? I'm just not sure at this point.
Depending on how voluminous your game data is, you might try replicating it. While the game engine is updating one copy, the rendering engine is working off the other. When an update is finished, the rendering engine switches to reading the updated copy while the game engine waits until the updates are transferred to the older copy (which the engine will then update on the next cycle). It's kind of a double-buffering approach, but applied to the game data instead of to the display buffer.

Gameloop for j2me "turn-based" game

Edit: This makes alot more sense to me now that i've taken a step away from the code, thanks for the help.
Just found stack overflow the other day through Coding Horror and it looks awesome. Figure that i'd ask the community about a problem i'm currently trying to work out.
I'm developing a roguelike sortof game using j2me for midp 2.0 phones. The project is still in the basic stages of development as I figure out how it's going to work. The part i'm currently stuck on has to do with threading.
The game has a custom HaxCanvas class which extends GameCanvas and Implements runnable. It's run method calls repaint() and then sleeps for 50 ms, resulting in a frame rate of 20 FPS. This allows me to write the rest of the game without having to put repaint everywhere and should make animations and effects easier to do later on. (at least in theory).
The flow of the game is controlled by a GameManager class, which loops through all the NPC's on the map, taking their turns, until it's the player's turn. At this point I need to get input to allow the player to move around and/or attack things. I originally was calling gameManager.runUntilHeroTurn() in the keyPressed method of my HaxCanvas. However after reading up on j2me system threads I realized that putting a method with the potential to run for a while in a callback is a bad idea. However I must used keyPressed to do input handeling, since i need access to the number keys, and getKeyStates() does not support this.
Sofar my attempts to put my gameloop in it's own thread have resulted in disaster. A strange "uncaught ArrayIndexOutOfBoundsException" with no stack trace shows up after the game has run for several turns .
So i suppose my question is this:
For a "turn based" game in j2me, what's the best way to implement the game loop, allowing for input handeling only when it's the player's turn?
Although not j2me specifically you should capture user input, the general strategy is to queue the input it until its time to process the input.
input ---> queue <---> Manager(loop)
This way you can even script input for debug purposes.
So you don't need a new thread. Each time the user presses key you store them in a buffer, and then process the contents of the buffer when necessary. If the player buffer has no input, the manager should skip all gameplay, do animations and then start over (since the game is not an action game).
I would avoid threading for the game logic as J2ME threading, depending on manufacturer of course, does not do a great job of sharing the limited resources. You will often see pauses while a thread does heavy processing. I would only recommend threads for loading or network connectivity features as in this case you will just be giving the user basic "Loading..." feedback.
To handle this, I would not have sub-loops to update each of the AI in one frame. I would do something like following in the run function:
public void run() {
while(true) {
// Update the Game
if(gameManager.isUsersTurn()) {
// Collect User Input
// Process User Input
// Update User's State
}
else {
// Update the active NPC based on their current state
gameManager.updateCurrentNPC();
}
// Do your drawing
}
}
You want to avoid having everything updated in one frame as 1) the updating might be slow, resulting in no immediate visual feedback for the user 2) you can't animate each individual NPC as they make their action. With this setup you could have NPC states, NPC_DECIDE_MOVE and NPC_ANIMATING, that would allow you further control of what the NPC is doing. NPC_ANIMATING would basically put the game in a waiting state for the animation to take place, avoiding any further processing until the animation is complete. Then it could move on to the next NPC's turn.
Also, I would just have a gameManager.update() and gameManager.paint(g) (paint would be called from paint) that would handle everything and keep the run method thin.
Finally, did you look into flushGraphics()? With the GameCanvas you usually create a Graphics object, draw everything to that and then call flushGraphics(), then wait. The method you mention is the way of tackling it for the Canvas class. Just thought I would mention this and post a link:
Game Canvas Basics

Categories

Resources