I have a countDownTimer and if the user does not hit the gameButton within the 12th second I want the gameOver method called.
The problem is that either the game function instantly gets called when the countDownTimer is 12 or the timer just keeps counting down.
So I am trying to use the postDelayed() method to give the user a full second to hit the button and let the countDownTimer continue, but as my code is right now the game stops on 12 regardless.
import android.app.Activity;
import android.os.CountDownTimer;
import android.os.Handler;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;
import android.widget.TextView;
import android.widget.Toast;
public class GameScreen extends Activity {
private TextView time;
private Button start;
private Button cancel;
private Button gameButton;
private CountDownTimer countDownTimer;
public static int count = 0;
public static int countFail = 0;
final Handler handler = new Handler();
final Runnable r = new Runnable() {
public void run() {
handler.postDelayed(this, 1000);
gameOver();
}
};
private View.OnClickListener btnClickListener = new View.OnClickListener() {
@Override
public void onClick(View v) {
switch(v.getId()){
case R.id.start_ID :
start();
break;
case R.id.cancel :
cancel();
break;
case R.id.gameButton_ID :
gameButton();
break;
}
}
};
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_game_screen);
start = (Button) findViewById(R.id.start_ID);
start.setOnClickListener(btnClickListener);
cancel = (Button) findViewById(R.id.cancel);
cancel.setOnClickListener(btnClickListener);
time = (TextView) findViewById(R.id.time);
gameButton = (Button) findViewById(R.id.gameButton_ID);
gameButton.setOnClickListener(btnClickListener);
}
public void start() {
time.setText("16");
//This doesn't work and makes app crash when you hit start button
countDownTimer = new CountDownTimer(16 * 1000, 1000) {
@Override
public void onTick(long millsUntilFinished) {
time.setText("" + millsUntilFinished / 1000);
//turns textview string to int
int foo = Integer.parseInt(time.getText().toString());
if (time.getText().equals("12")) {
r.run();
}
}
public void onFinish() {
time.setText("Done !");
}
};
countDownTimer.start();
}
private void cancel() {
if(countDownTimer != null){
countDownTimer.cancel();
countDownTimer = null;
}
}
private void gameOver() {
Toast.makeText(getApplicationContext(), "You scored " + count, Toast.LENGTH_SHORT).show();
count = 0;
countFail = 0;
cancel();
}
private void gameButton() {
int foo = Integer.parseInt(time.getText().toString());
if(foo % 2 == 0 ) {
Toast.makeText(getApplicationContext(), "PASS", Toast.LENGTH_SHORT).show();
handler.removeCallbacks(r);
++count;
}
else {
gameOver();
}
}
}
You're almost using postDelayed(Runnable, long)
correctly, but just not quite. Let's take a look at your Runnable.
final Runnable r = new Runnable() {
public void run() {
handler.postDelayed(this, 1000);
gameOver();
}
};
When we call r.run();
the first thing it's going to do is tell your handler
to run the very same Runnable after 1000 milliseconds, and then to call gameOver()
. What this will actually result in is your gameOver()
method being called twice: once right away, and a second time once the Handler is done waiting 1000 milliseconds.
Instead, you should change your Runnable to this:
final Runnable r = new Runnable() {
public void run() {
gameOver();
}
};
And call it like this:
handler.postDelayed(r, 1000);