package com.example.activitylifecycle;
import androidx.appcompat.app.AppCompatActivity;
import android.os.Bundle;
import android.widget.TextView;
public class MainActivity extends AppCompatActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
((TextView)findViewById(R.id.textViewState)).setText("onCreate()\n");
}
@Override
protected void onStart() {
super.onStart();
((TextView) findViewById(R.id.textViewState)).append("onStart()\n");
}
@Override
protected void onResume() {
super.onResume();
((TextView) findViewById(R.id.textViewState)).append("onResume()\n");
}
@Override
public void onPause() {
super.onPause();
((TextView) findViewById(R.id.textViewState)).append("onPause()\n");
if (isFinishing()) {
((TextView) findViewById(R.id.textViewState)).append(" ... finishing");
}
}
@Override
protected void onStop() {
super.onStop();
((TextView) findViewById(R.id.textViewState)).append("onStop()\n");
}
@Override
protected void onRestart() {
super.onRestart();
((TextView) findViewById(R.id.textViewState)).append("onRestart()\n");
}
@Override
protected void onDestroy() {
super.onDestroy();
((TextView) findViewById(R.id.textViewState)).append("onDestroy()\n");
}
}
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【Android Studio】 Activity Lifecycle
【GameMaker】 Zelda Style Views
Information about object: obj_player
Sprite: spr_player
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code:
dx = (keyboard_check(vk_right) - keyboard_check(vk_left)) * 4
dy = (keyboard_check(vk_down) - keyboard_check(vk_up)) * 4
if !place_meeting(x+dx,y,obj_solid) x += dx
if !place_meeting(x,y+dy,obj_solid) y += dy
Information about object: obj_roomSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: view_enabled[0] = true; view_visible[0] = true; view_wview[0]=240; view_hview[0]=160; view_xport[0]=0;//set position of port view_yport[0]=0; view_wport[0]=240;//set size of port view_hport[0]=160; view_x = view_xview[0]; view_y = view_yview[0]; view_x1 = view_x; view_y1 = view_y; view_xspeed = 16; // x movement speed of view view_yspeed = 8; // y movement speed of viewStep Event:execute code: if obj_player.x > view_x + view_wview[0] view_x += view_wview[0]; if obj_player.x < view_x view_x -= view_wview[0]; if obj_player.y > view_y + view_hview[0] view_y += view_hview[0]; if obj_player.y < view_y view_y -= view_hview[0]; if view_x1 < view_x view_x1 = min(view_x,view_x1 + view_xspeed); if view_x1 > view_x view_x1 = max(view_x,view_x1 - view_xspeed); if view_y1 < view_y view_y1 = min(view_y,view_y1 + view_yspeed); if view_y1 > view_y view_y1 = max(view_y,view_y1 - view_yspeed); view_xview[0] = view_x1; view_yview[0] = view_y1;
【GameMaker】 Top Down Racing
Information about object: obj_wall
Sprite: spr_wall
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Information about object: obj_car
Sprite: spr_car
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code: if (keyboard_check(vk_left)) {image_angle+=2;} //rotate if (keyboard_check(vk_right)) {image_angle-=2;} if (keyboard_check(vk_up)) {speed+=0.5} //accelerate if speed>5 speed=5;//cap speed speed=speed*0.98;//add friction direction=image_angle;//move in direction car is pointing if place_meeting(x,y,obj_wall) { speed*=-1; } if abs(speed)<0.1 speed=0;
Information about object: obj_roomSprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: view_enabled[0] = true; view_visible[0] = true; view_wview[0]=800; view_hview[0]=800; view_object[0]=obj_car;//set object to follow view_hborder[0] = view_wview[0] / 2; view_vborder[0] = view_hview[0] / 2;
【GameMaker】 change sprite color using color pallete
Information about object: obj_pallete
Sprite: spr_palette
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: ini_open("colours.ini");//open file global.save = ini_read_real("colours","colour",0) ini_close();//close ini if(global.save == 0){ my_colour=c_black; }else{ my_colour = global.save; }
Mouse Event for Left Released:
execute code: if position_meeting(x,y,id) { my_colour=draw_getpixel(mouse_x,mouse_y); global.save = my_colour ini_open("colours.ini");//open ini ini_write_real("colours","colour",my_colour);//write a value ini_close();//close value }
Draw Event:
execute code: draw_self(); draw_set_colour(my_colour); draw_circle(x,y,40,false);
Information about object: obj_redSprite: spr_red
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectStep Event:execute code: if (keyboard_check(ord('A'))) {x-=5;} //make inst move if (keyboard_check(ord('D'))) {x+=5;} if (keyboard_check(ord('W'))) {y-=5;} if (keyboard_check(ord('S'))) {y+=5;}Draw Event:execute code: draw_self(); draw_set_colour(global.save); draw_sprite_ext(sprite_index, sprite_index, x, y, 1, 1, 0, global.save, 1);
【GameMaker】 Top Down Football
Information about object: obj_ball
Sprite: spr_ball
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent: obj_parent
Children:
Mask:
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent: obj_parent
Children:
Mask:
No Physics Object
Create Event:
execute code: motion_set(random(360),2);
Step Event:
execute code: inst=instance_nearest(x,y,obj_player);//get id of nearest player if (keyboard_check(ord('A'))) {inst.x-=5;} //make inst move if (keyboard_check(ord('D'))) {inst.x+=5;} if (keyboard_check(ord('W'))) {inst.y-=5;} if (keyboard_check(ord('S'))) {inst.y+=5;}
Collision Event with object obj_border:
execute code: hspeed*=-1; vspeed*=-1;
Collision Event with object obj_player:
execute code: hspeed*=-1; vspeed*=-1;
【GAMEMAKER】 Save colour to INI
Information about object: obj_pallete
Sprite: spr_palette
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: ini_open("colours.ini");//open file save = ini_read_real("colours","colour",0) ini_close();//close ini show_debug_message(save); if(save == 0){ my_colour=c_black; }else{ my_colour = save; }
Mouse Event for Left Pressed:
execute code: if position_meeting(x,y,id) { my_colour=draw_getpixel(mouse_x,mouse_y); ini_open("colours.ini");//open ini ini_write_real("colours","colour",my_colour);//write a value ini_close();//close value }
Draw Event:
execute code: draw_self(); draw_set_colour(my_colour); draw_circle(x,y,40,false);
【GameMaker】 Sokoban
/// soko_move(dx, dy) script
// Attempts to move the current instance, puhsing things around as needed.
// calculate new coordinates:
var dx = argument0, nx = x + dx;
var dy = argument1, ny = y + dy;
if (place_meeting(nx, ny, obj_wall))
{
// if there's a wall there, definitely can't move there
return false;
}
else if (place_free(nx, ny))
{
// if there's nothing there, just move there
x = nx; y = ny;
return true;
}
else
{
// otherwise attempt to move every pushable object touched:
with (obj_pushable) if (place_meeting(x - dx, y - dy, other))
{
// (if any object fails to move, stop trying to move them)
if (!soko_move(dx, dy)) return false;
}
// if it's now possible to move to the position, do that
if (place_free(nx, ny))
{
x = nx; y = ny;
return true;
}
else return false;
}
Information about object: obj_pushable
Sprite:
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Children
obj_block
obj_player
Mask: obj_block
obj_player
No Physics Object
Information about object: obj_block
Sprite: spr_block
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent: obj_pushable
Children:
Mask:
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent: obj_pushable
Children:
Mask:
No Physics Object
Begin Step Event:
execute code: global.collisions=0;
End Step Event:
execute code: if position_meeting(x,y,obj_hole) { global.collisions++; }
Information about object: obj_playerSprite: spr_player
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_pushable
Children:
Mask: No Physics ObjectCreate Event:execute code: move_dx = 0; move_dy = 0; move_amt = 0; global.collisions=0;//set upStep Event:execute code: if (move_amt > 0) { // moving towards destination if (soko_move(move_dx, move_dy)) { move_amt -= 1; } else move_amt = 0; // if hit a wall, stop moving } else { var spd = 4; // movement speed (grid size should divide by it w/o remainder) move_amt = 32 div spd; // calculate number of steps for movement move_dx = 0; move_dy = 0; if (keyboard_check(vk_left)) && !((position_meeting(x-18,y,obj_block) && (position_meeting(x-50,y,obj_block)))) { move_dx = -spd; } else if (keyboard_check(vk_right))&& !((position_meeting(x+18,y,obj_block) && (position_meeting(x+50,y,obj_block)))) { move_dx = spd; } else if (keyboard_check(vk_up)) && !((position_meeting(x,y-18,obj_block) && (position_meeting(x,y-50,obj_block)))) { move_dy = -spd; } else if (keyboard_check(vk_down))&& !((position_meeting(x,y+18,obj_block) && (position_meeting(x,y+50,obj_block)))) { move_dy = spd; } else move_amt = 0; // don't move if no buttons are pressed }End Step Event:execute code: if global.collisions==instance_number(obj_hole) && move_amt <= 0//check if all crates in place and stopped movi { show_message("You Win"); room_goto_next();//goto next room }Draw Event:execute code: draw_self(); draw_text(20,20,"Done="+string(global.collisions)+" of "+string(instance_number(obj_hole)));Information about object: obj_wallSprite: spr_wall
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_holeSprite: spr_hole
Solid: false
Visible: true
Depth: 3
Persistent: false
Parent:
Children:
Mask: No Physics ObjectInformation about object: obj_restartSprite: spr_restart
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectMouse Event for Left Released:execute code: room_restart();Information about object: obj_game_endSprite: sprite6
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectMouse Event for Left Released:execute code: game_restart();
【GameMaker】Torpedo
Information about object: obj_player
Sprite: spr_player
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: motion_set(0,2);//start moving
Step Event:
execute code: if (keyboard_check(vk_left)) {direction+=2;} //rotate left if (keyboard_check(vk_right)) {direction-=2;} //rotate right if (keyboard_check(vk_up)) {speed+=1;} //increasespeed image_angle=direction;//point in direction moving if speed>3 speed=3;//cap speed if speed>2 speed-=0.1;//cap boost speed
Collision Event with object obj_wall:
execute code: show_message("You Die"); game_restart();
Collision Event with object obj_target:
execute code: show_message("You Win"); game_restart();
【GameMaker】 program a button
Information about object: obj_dynamic_button
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: message="Hello"; bg_colour=c_white; //code below is updated in step event, here to prevent error width=string_width(message)+50; height=string_height(message)+50; xpos=x-(width/2); xpos2=x+(width/2); ypos=y-(height/2); ypos2=y+(height/2);
Step Event:
execute code: if point_in_rectangle(mouse_x,mouse_y,xpos,ypos,xpos2,ypos2) && mouse_check_button(mb_left) { bg_colour=c_red; } else if point_in_rectangle(mouse_x,mouse_y,xpos,ypos,xpos2,ypos2) { bg_colour=c_blue; } else bg_colour=c_white; width=string_width(message)+50; height=string_height(message)+50; xpos=x-(width/2); xpos2=x+(width/2); ypos=y-(height/2); ypos2=y+(height/2);
Draw Event:
execute code: draw_set_colour(bg_colour); draw_rectangle(xpos,ypos,xpos2,ypos2,false); draw_set_font(font_text); draw_set_halign(fa_center); draw_set_valign(fa_middle); draw_set_colour(c_black); draw_text(x,y,message);
【GameMaker】Predicting the Motion of an Object using motion predict script
Information about object: obj_player_1
Sprite: spr_player_1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: //set initial values strength=0; angle=0; global.player=1;//set player to go first
Alarm Event for alarm 0:
execute code: global.player=2;//allow next player to go
Step Event:
execute code: if global.player==1//check if players go { strength=distance_to_point(mouse_x,mouse_y)/50;//calculate strength based on distance to mouse angle=point_direction(x,y,mouse_x,mouse_y);//get the angle if mouse_check_button_released(mb_left)//do this when mouse released { bullet=instance_create(x,y,obj_bullet_1);//create a bullet and assign bullet.speed=strength;//set its speed bullet.direction=angle;//set direction global.player=0;//prevent shooting alarm[0]=room_speed*2;//start an alarm } }
Draw Event:
execute code: draw_self(); if global.player==1// do this if players go { draw_text(x,y-40,"strength="+string(strength)); draw_text(x,y-80,"angle="+string(angle)); draw_line(x,y,mouse_x,mouse_y); }
Information about object: obj_player_2Sprite: spr_player_2
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: //set initial values strength=0; angle=0;Alarm Event for alarm 0:execute code: global.player=1;//allow next player to goStep Event:execute code: if global.player==2//check if players go { strength=distance_to_point(mouse_x,mouse_y)/50;//calculate strength based on distance to mouse angle=point_direction(x,y,mouse_x,mouse_y);//get the angle if mouse_check_button_released(mb_left)//do this when mouse released { bullet=instance_create(x,y,obj_bullet_2);//create a bullet and assign bullet.speed=strength;//set its speed bullet.direction=angle;//set direction global.player=0;//prevent shooting alarm[0]=room_speed*2;//start an alarm } }Draw Event:execute code: draw_self(); if global.player==2// do this if players go { draw_text(x,y-40,"strength="+string(strength)); draw_text(x,y-80,"angle="+string(angle)); draw_line(x,y,mouse_x,mouse_y); }Information about object: obj_bullet_1Sprite: spr_bullet
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: alarm[0]=1; gravity=0.08//apply gravity effect points=ds_list_create();Alarm Event for alarm 0:execute code: points=motion_predict(obj_bullet_1,50); alarm[0]=room_speed/2;Collision Event with object obj_player_2:execute code: show_message("player 1 wins"); game_restart();Draw Event:execute code: draw_self();//draw the bullet if !ds_list_empty(points) { size=ds_list_size(points);//get size of ds_list for (var i = 0; i < size; i += 2)//2 steps at a time { draw_point(points[|i],points[|i+1]);//get value to draw points } }Information about object: obj_bullet_2Sprite: spr_bullet
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics ObjectCreate Event:execute code: alarm[0]=1; points=ds_list_create(); gravity=0.08//apply gravity effectAlarm Event for alarm 0:execute code: points=motion_predict(obj_bullet_2,50); alarm[0]=room_speed/2;Step Event:execute code: gravity=0.08//apply gravity effectCollision Event with object obj_player_1:execute code: show_message("player 1 wins"); game_restart();Draw Event:execute code: draw_self();//draw the bullet if !ds_list_empty(points) { size=ds_list_size(points);//get size of ds_list for (var i = 0; i < size; i += 2)//2 steps at a time { draw_point(points[|i],points[|i+1]);//get value to draw points } }Information about object: obj_groundSprite: spr_ground
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask: No Physics Object
【GameMaker】 Gradually rotating an object towards a target
Information about object: obj_projectile
Sprite: spr_projectile
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code: var dir = point_direction(x, y, mouse_x, mouse_y); var angle = angle_difference(image_angle, dir); if abs(angle)<=25 { image_angle -= angle; }
Draw Event:
execute code: draw_self(); draw_text(x-100,y,image_angle);
【GameMaker】 Distance from Object to Mouse
Information about object: obj_distance
Sprite: spr_distance
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:
//set variables:
dist=0;
dir=0;
Step Event:
execute code:
dist=distance_to_point(mouse_x,mouse_y);//store distance in variable
angle=point_direction(x,y,mouse_x,mouse_y);//store the angle
Draw GUI Event:
execute code:
draw_set_alpha(0.5);
draw_self();
draw_set_alpha(1);
//draw variables
draw_text(x,y-40,"Distance "+string(dist));
draw_text(x,y-60,"Direction "+string(angle));
【GameMaker】 Drop the Coin physics engine
Information about object: obj_wall
Sprite: spr_wall
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent: obj_solid_parent
Children:
Mask:
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent: obj_solid_parent
Children:
Mask:
No Physics Object
Information about object: obj_dropper
Sprite: spr_dropper
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code: x=mouse_x;//update x position
Mouse Event for Glob Left Released:
execute code: instance_create(x,50,obj_ball);//create a ball
Draw GUI Event:
execute code: draw_text(50,50,"score "+string(score));//draw score
Information about object: obj_ballSprite: spr_ball Solid: true Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCreate Event:execute code: move_bounce_solid(true);//set to bounce on solid objects motion_set(270,0.5);//set the ball moving down gravity_direction = 270;//set gravity direction gravity=1;//set gravity strengthStep Event:execute code: vspeed*=0.9;//reduce speedCollision Event with object obj_solid_parent:execute code: move_bounce_solid(true); var rand_direction=irandom_range(-3,3);//create slightly random direction to stop getting stuck direction+=rand_direction;//update directionInformation about object: obj_pegSprite: spr_peg Solid: true Visible: true Depth: 0 Persistent: false Parent: obj_solid_parent Children:Mask: No Physics ObjectInformation about object: obj_solid_parentSprite:Solid: false Visible: true Depth: 0 Persistent: false Parent: Children obj_wall obj_pegMask: No Physics ObjectInformation about object: obj_10_pointsSprite: spr_points Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCollision Event with object obj_ball:execute code: score+=10; with (other) instance_destroy();Information about object: obj_20_pointsSprite: spr_points Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCollision Event with object obj_ball:execute code: score+=20; with (other) instance_destroy();Information about object: obj_30_pointsSprite: spr_points Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCollision Event with object obj_ball:execute code: score+=30; with (other) instance_destroy();Information about object: obj_50_pointsSprite: spr_points Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCollision Event with object obj_ball:execute code: score+=50; with (other) instance_destroy();
【GameMaker】 find length and width of rectangle given perimeter
Information about object: object3
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: global.click=0;
Step Event:
execute code: if global.click==2 { width=x2-x1; height=y2-y1; global.click++; } if mouse_check_button_released(mb_left) && global.click==1 { x2=mouse_x; y2 =mouse_y; global.click+=1; } if mouse_check_button_released(mb_left) && global.click==0 { x1=mouse_x; y1= mouse_y; global.click+=1; }
Draw Event:
execute code: if global.click==3 { draw_set_colour(c_white); draw_rectangle(x1,y1,x2,y2,false); draw_set_colour(c_blue); draw_text(10,20,"width "+string(width)); draw_text(10,40,"height "+string(height)); draw_text(10,60,"perimeter "+string(2*(width+height))); draw_text(10,80,"area "+string(width*height)); } draw_text(100,100,"Click "+string(global.click));
Information about object: object4Sprite: sprite1 Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectMouse Event for Left Released:restart the gameexecute code: global.click = 0;
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