im trying to develop a game app.I implement onResume and onPause methods. onPause method works fine however onResume method crushes.
@Override
public void surfaceCreated(SurfaceHolder holder) {
// TODO Auto-generated method stub
resume();
}
public void resume()
{
addAnime();
myThread.setRunning(true);
myThread.start();
}
if im not call update in onResume method myApp works fine but if i pause game and resume it again emulator says app not responding.
if i call resume in onResume method it says canvas is null at first runnig
@Override
protected void onResume() {
// TODO Auto-generated method stub
super.onResume();
view.resume();
}
I dont understand why canvas is null at the begining of the app when i call resume in onResume.Someone explain me?
EDIT puase():
public void pause()
{
boolean repaet=true;
while(repaet)
{
try {
myThread.join();
myThread.setRunning(false);
repaet=false;
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
myThread=null;
}
EDIT2 myThread
public void run() {
long ticksPS = 1000 / FPS;
long startTime;
long sleepTime;
while (running) {
Canvas c = null;
startTime = System.currentTimeMillis();
try {
c = view.getHolder().lockCanvas();
synchronized (view.getHolder()) {
view.onDraw(c);
}
} finally {
if (c != null) {
view.getHolder().unlockCanvasAndPost(c);
}
}
sleepTime = ticksPS - (System.currentTimeMillis() - startTime);
try {
if (sleepTime > 0)
sleep(sleepTime);
else
sleep(10);
} catch (Exception e) {}
}
EDIT3 here is my set runnig function
public void setRunning(boolean run) {
running = run;
}
Pause method:
public void pause()
{
boolean repeat = myThread != null;
while(repeat)
{
try {
myThread.setRunning(false);
myThread.join();
repeat=false;
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
myThread=null;
}
myThread:
public class gameThread extends Thread {
private SurfaceView view;
private boolean isRunning;
private static final int FPS; // set FPS with your value
private void sleep(long time) throws InterruptedException
{
Thread.sleep(time);
}
public void setRunning(boolean running)
{
synchronized(this)
{
this.isRunning = running;
}
}
public boolean isRunning()
{
synchronized(this)
{
return this.isRunning;
}
}
public void run()
{
long ticksPS = 1000 / FPS;
long startTime;
long sleepTime;
while (isRunning()) {
Canvas c = null;
startTime = System.currentTimeMillis();
try {
c = view.getHolder().lockCanvas();
synchronized (view.getHolder()) {
view.onDraw(c);
}
} finally {
if (c != null) {
view.getHolder().unlockCanvasAndPost(c);
}
}
sleepTime = ticksPS - (System.currentTimeMillis() - startTime);
try {
if (sleepTime > 0)
sleep(sleepTime);
else
sleep(10);
} catch (Exception e) {}
}
}
Resume method:
public void resume()
{
addAnime();
// you must create a new thread. (You cannot use this same thread if it end)
myThread = new gameThread(surfaceView);
myThread.setRunning(true);
myThread.start();
}