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Exception trying to play the song in the arkanoid example

Hi!

This looks great! I tried the arkanoid example with Ruboto master, and it works perfectly except that I get an exception when trying to play the background song:

E/MediaPlayer(16127): Unable to to create media player
I/System.out(16127): initialize failed: setDataSourceFD failed.: status=0x80000000
I/System.out(16127): android.media.MediaPlayer.setDataSource(Native Method)
I/System.out(16127): android.media.MediaPlayer.setDataSource(MediaPlayer.java:1225)

Is this a known issue?

The beep plays fine.

Touch event coordinates not relative to Gosu::Window size.

Touch events (touch_began etc) report X and Y values relative to the SurfaceView size instead of the Gosu::Window size.

This was reproduced when creating a Gosu::Window with 320x240 size in landscape mode on an HTC, where I could get X values > 1000 (as I can move the touch outside the screen into soft-button area).

From logs:
I/System.out( 649): MainGameWindow - 320, 240
I/System.out( 649): SurfaceView: 960, 540
I/System.out( 649): [GameScreen] draw... @ (1063, 531)

Set up automatic testing with travis-ci

This is to ensure that gosu-android works with different Android versions, at least api levels 10,15, and 16. It also protects against regressions for the tested features.

Ruboto is already being tested on travis-ci, so you can copy the setup from there.

gosu_android and not gosu ?

Hi,

I've been dabbling with gosu_android for a while. I'm planning on making a cross-platform (Windows + Android) app with Gosu + Gosu Android.

In the past, I could use require 'gosu', and it would work across platforms. Now, I need:

if RUBY_PLATFORM =~ /java/
    require 'gosu_android'
else
    require 'gosu'
end

I protest! I'm sure you changed this for a very good reason; what was it, and would you consider reverting this back to the old behaviour?

touch_ended never called

Hi,

It's me again. I'm interested in maintaining/extending this project in the very short term (like 1-3 weeks) to get one of my proof-of-concepts done. I will submit PRs for things I change.

For now, I need help. When I define touch_ended events in my GameWindow class, they're never called. I don't know why.

I looked through the code, and it seems fine. The handlers are defined equally for all three touch_* methods. I can't see where the problem is.

I'm using the v0.0.5 gem, if that matters.

Image Appears Garbled

I have a simple game that draws an image on screen.

class GameWindow < Gosu::Window
    def initialize
        @done = true
        super 640, 480, false
        self.caption = "Gosu Tutorial Game"
        @background_image = Gosu::Image.new(self, Ruboto::R::drawable::background, true)                    
        @x = @y = 0
    end

    def draw    
        puts "Coordinates are #{@x}, #{@y}; done is #{@done}"
        raise "LOL WUT" if @background_mage.nil?
        @background_image.draw(@x, @y, 0)
    end
end

I get a black screen. logcat gives me this interesting result:

Coordinates are , ; done is true
LOL WUT (RuntimeError LOL WUT ["..."]

In other words, @done persists, while @x, @y, and @background_image become nil. It's strange. If I add a .nil? check/throw after assigning a value to @background_image, it passes; so it seems like the image gets created, very temporarily, and then it vanishes.

This is the same on both BlueStacks and my Galaxy Discover.

Stack Level Too Deep Crash

Hi,

I just installed gosu today via Ruby 1.9.3 (gem install ...) on Windows. I have confirmed that:

  • I can create a working Ruboto app (non-gosu)
  • I can create a working Gosu app (Windows)

However, I can't get a working combination of the two. When I generate a new ruboto sample app and just add require 'gosu', I get this exception at runtime:

FATAL EXCEPTION: Thread-11 org.jruby.embed.EvalFailedException: (SystemStackError) stack level too deep .. at RUBY.JavaImports(file:/data/app/com.blastcube-1.apk!/lib/requires.rb:7

Full exception is pictured below. I followed the deployment instructions from the trunk branch

Screenshot below of logcat on Bluestacks.

logcat

Port RTanque to Android

This is a great programmable tank game. Would be fun to play it on Android. Cool features would be to program the tank directly on the device, upload tank definitions to a server, and enable tournaments with other people's tanks.

Audio Plays Repeatedly (unlike Gosu)

Hi,

I noticed two distinct differences between Gosu and android-gosu.

  1. If I load a huge sound (5MB+) in MainWindow.initialize, gosu freezes with the game not loaded or displaying anything, while gosu-android starts the game and the sound loads later.
  2. If in draw or update I call sound.play (I know, I know, it's crazy), gosu waits until the sound finishes before restarting it (normal looping). gosu-android stops and restarts, so it sounds like the first fractional second of the sound is stuck.

The first issue is not really a problem (where's my Ruboto loading screen?!), but I would like to resolve the second issue. I'll take a look at the code tonight if I can, and see if it's easy to do so. Please confirm if that change is okay with you :)

@neochuky

Touch coordinates are offset in Genymotion

Hi,

I seem to have encountered a strange bug. When printing out the coordinates on touch_moved, it seems like (on Genymotion, at least) the coordinates are offset by some pre-determined amount.

When I click/move in an area around the top-left corner of the screen, I get x=0, y = 56.476 (approximately), consistently.

It could be an emulator-specific bug. I don't have a device handy to test on. I know Bluestacks had its own strange bugs in the past.

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