I have some problem with my back button. In my game I have two screens. One with title (menu) and second with the game. When I use once back button i pause game and back to title screen. When i use it again I need to kill the app process. How can i do that? Down below i show u how I use back button. I try use 2 gestures, but when I declared them nothing go right.
That's how i declared gesture in Initialize():
TouchPanel.EnabledGestures = GestureType.FreeDrag
First I declared
bool IsPlayingGame = true;
int endGame= 0;
Then in function Update:
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
{
if (!IsPlayingGame) this.Exit();
}
if (isTitleScreenShown)
{
UpdateGameScreen();
}
else if (isGameSceenShown)
{
UpdateTitleScreen();
// TODO: Add your update logic here
/* MY FUNCTIONS */
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
{
if (endGame == 5) base.Exit();
}
}
base.Update(gameTime);
In Visual studio, it works. I thought great, but on Nokia phone it doesn't. Why? Any help?
In the GamePage.xaml.cs there should be a method protected override void OnNavigatedFrom(NavigationEventArgs e)
This method is triggered when you touch the 'back' button on your device.
Related
I couldn't find an implementation of a double tap for Appium that was straightforward and allowed you to pass in the element locator strategy, so here goes:
public static void doubleTapElementBy(By by) {
WebElement el = getDriver().findElement(by);
MultiTouchAction multiTouch = new MultiTouchAction(getDriver());
TouchAction action0 = new TouchAction(getDriver()).tap(el).waitAction(50).tap(el);
try {
multiTouch.add(action0).perform();
} catch (WebDriverException e) {
logger.info("Unable to do second tap on element, probably because element requieres single tap on this Android version");
}
}
You can also try below approach using tap method in TouchAction class.
TouchAction taction = new TouchAction(driver);
taction.tap(tapOptions().withElement(ElementOption.element(YOUR_WebElement))
.withTapsCount(2)).perform();
You will need to add below static import as well:
import static io.appium.java_client.touch.TapOptions.tapOptions;
This is a workaround in pseudocode and possibly there's a more "official" way to do it, but it should do the work if no other solution is available:
Interpretmessages(){
switch(msg)
{
OnClick:
{ if (lastClicked - thisTime() < 0.2) //if it was clicked very recently
{doubleTapped()} //handle it as a double tap
else{lastClicked = thisTime()} //otherwise keep the time of the tap
} //end of OnClick
} //End of Message Handler
}//End of switch
}//End of messageHandler
If you have access to ready timer functions, you can set a function to be executed 0.2s after the click has gone off:
OnClick: if (!functionWaiting) // has the timer not been set?
{
enableTimer(); // set a function to go off in x time
clicks = 0; //we'll tell it that there's been one click in a couple of lines
} //set it for the first click
clicks++; //if it's already clicked, it'll become 2 (double tap) otherwise it's just one
So, the idea is that when you get a tap, you check if there's been another one recently (a. by checking the relative times, b. by checking if the function is still pending) and you handle it dependingly, only note that you will have to implement a timer so your function fires a bit later so you have time to get a second tap
The style draws upon the Win32's message handling, I'm pretty sure it works there, it should work for you too.
Double tap and hold -- Use below code:
new TouchAction(driver).press(112,567).release().perform().press(112,567).perform();
Double tap -- Use below code:
new TouchAction(driver).press(112,567).release().perform().press(112,567).release().perform();
I'm developing a game on Unity for iOS devices. I've implemented the following code for touch:
void Update () {
ApplyForce ();
}
void ApplyForce() {
if (Input.touchCount > 0 && Input.GetTouch (0).phase == TouchPhase.Began) {
Debug.Log("Touch Occured");
}
}
I've dragged this script onto my game object which is a sphere. But the log message appears no matter where I touch. I want to detect touch only when the users touches the object.
stick the code bellow in your camera, or something else that will persist in the level you're designing. It can be anything, even an empty gameobject. The only important thing is that it only exists ONCE in your level, otherwise you'll have multiple touch checks running at the same time, which will cause some seriously heavy load on the system.
void Update () {
if (Input.touchCount > 0 && Input.GetTouch (0).phase == TouchPhase.Began)
{
Ray ray = Camera.main.ScreenPointToRay( Input.GetTouch(0).position );
RaycastHit hit;
if ( Physics.Raycast(ray, out hit) && hit.transform.gameObject.Name == "myGameObjectName")
{
hit.GetComponent<TouchObjectScript>().ApplyForce();
}
}
}
In the above script, hit.transform.gameObject.Name == "myGameObjectName" can be replaced by any other method you want to check that the object hit by the raycast is the object you want to apply a force to. One easy method is by Tags for example.
Another thing to keep in mind is that raycast will originate at your camera (at the position relative to your finger's touch) and hit the first object with a collider. So if your object is hidden behind something else, you won't be able to touch it.
Also put the script bellow in your touch object (in this example, called TouchObjectScript.cs)
void Update () {
}
public void ApplyForce() {
Debug.Log("Touch Occured");
}
If something wasn't clear, or you need any further help, leave a comment and I'll get back to you.
The best way to do this, is just adding:
void OnMouseDown () {}
to the gameobject you want to be clicked.
The problem with this is that you cannot press 2 things at one time.
I'm working with the Blackberry Touch Event and I need to process the TouchEvent.MOVE, TouchEvent.UP and TouchEvent.DOWN to move a carousel of images and the TouchEvent.CLICK to generate some specific action.
My problem is that the touchEvent() method is being called several times. How can I prevent this? Because the behaviour is getting all messed up.
For example: when I just want to capture the TouchEvent.CLICK event, the UP-DOWN-MOVE-CLICK are being triggered one after the next.
My code does the following:
protected boolean touchEvent(TouchEvent message) {
if (message.getEvent() == TouchEvent.CLICK) {
//CHANGE THE CONTENT OF A FIELD
return true;
} else if ((message.getEvent() == TouchEvent.MOVE)
|| (message.getEvent() == TouchEvent.UP)
|| (message.getEvent() == TouchEvent.DOWN)) {
//DELETE THE FIELD
//MOVE A CAROUSEL OF IMAGES
} else {
return false;
}
}
public void moverTouch(int dx) {
//ADD THE FIELD PREVIOUSLY DELETED
}
As you can see, when the CLICK event is captured, I need to change the content of a field, but when the MOVE or UP or DOWN event is captured, I need to delete that Field from his manager, do some working with a carousel of images, and then re-add the field previously deleted.
The carousel moving part works fine, but when I try to capture JUST the CLICK event, and the others are being triggered as well, but the moverTouch() function doesn't get triggered because there is no actual movement on the carousel of images, I end up with a deleted field that I need to update its content.
At a glance:
I think you need to differentiate touch gestures (I believe you are "listening" for something like a swipe gesture to scroll the gallery image) from "normal" touch events (specifically you need to process TouchEvent.CLICK to apply "some specific action" to the clicked image).
To decide whether the TouchEvent represents a gesture there is a TouchEvent.GESTURE constant. Then it is possible to know what exactly TouchGesture it represents by calling TouchEvent.getGesture().
Some sample code for touch gestures can be viewed here.
Hello all i stuck at one problem. I have implemented a ListField in one Screen. On top of the Screen i have used one HorizontalFieldManager to hold a TitleLabel and Two Butons. I have pushed some screen on all the rows of the listfield. My problem is, letSuppose when i am on 4th row and i have selected what i want then when i clicking on the button, then the button worked but the screen which i have implemented at 4th row also appear how to avoid it. I am testing it on storm 9550 simulator and using Blackberry eclipse plugin5.0 . I am running out of idea please help me .
navigation click is like this
protected boolean navigationClick(int status, int time) {
selectListAndButton();
return true;
}
//And here is the selectListAndButton Method
private selectListAndButton(){
Field field = getFieldWithFocus().getLeafFieldWithFocus();
if(field == backCustomButton){
//Popped the active Screen
}else if(field == saveCustomButton){
//Saving some Data to the Database And pushing another Screen here
// problem comes here if i am at 2nd row of the listfield and selects
something from there and clicked on the button the screen which was
implemented at 2nd row also appears
}
else if (_list.getSelectedIndex() == 0){
//Called a date picker
}
else if (_list.getSelectedIndex() == 1){
//Pushed some another screen
}
else if (_list.getSelectedIndex() == ){
//Pushed some another screen
}
You need to override onTouch for Screen and call specific functionality depend on event coordinates and Field boundaries:
protected boolean touchEvent(TouchEvent message) {
if (isTouchInside(message, saveCustomButton)) {
save();
} else {
showNextScreen();
}
}
private boolean isTouchInside(TouchEvent messages, Field field) {
int eventCode = message.getEvent();
int touchX = message.getX(1);
int touchY = message.getY(1);
XYRect rect = field.getContentRect();
return rect.contains(touchX, touchY);
}
I had solved it. but posting the answer late. I just dropped the idea of using ListField because i dont have so much rows to add. So i have just used the little trick rather using ListField i have used HorizontalFieldManager and its look like a List so everything working fine.
Thanks cheers :)
In a mini flash game, I have a few different level select buttons, and they all attach to one "levelChange()" function, and I'm just wondering if there is an attribute that stores which button was pressed or how to determine which was pressed if not.
Thanks
try the currentTarget property of MouseEvent example:
function buttonClick(event:MouseEvent):void
{
trace(event.currentTarget);
}
I recommend you store your buttons in variables outside your function like so:
var levelOne:MovieClip = levelOne;
So you can later call upon them like this:
function buttonClick(event:MouseEvent):void
{
if (event.currentTarget == levelOne) {
trace("level one selected");
else if (event.currentTarget == levelTwo) {
trace("level two selected");
}
}
If you're using AS3 you can add a switch statement in your levelChange() function.
For example.... if you have 2 buttons, one with the instance name of "level1", and the other "level2".
function levelChange( me:MouseEvent ):void
{
switch( me.currentTarget.name )
{
case "level1":
// Go to Level 1 here.
case "level2":
// Go to Level 2 here.
}
}