Why am I getting this error “cannot resolve method ‘ getSharedPreferences (Java.lang.String.int)”… here is a solution to the problem.
Why am I getting this error “cannot resolve method ‘ getSharedPreferences (Java.lang.String.int)”
Hi, for the past few months I’ve been trying to make a game from android studios but at the moment I’ve been trying to save high scores and I’m getting this error “Unable to parse method ‘getSharedPreferences(Java.lang.String.int)”. I didn’t understand what to do I tried other methods but it didn’t seem to work, so I tried this method. Please help. Here is the code.
public class GamePanel extends SurfaceView implements SurfaceHolder.Callback
{
public static final int WIDTH = 856;
public static final int HEIGHT = 480;
public static final int MOVESPEED = -5;
private long smokeStartTime;
private long missileStartTime;
private MainThread thread;
private Background bg;
private Player player;
private ArrayList<Smokepuff> smoke;
private ArrayList<Missile> missiles;
private ArrayList<TopBorder> topborder;
private ArrayList<BotBorder> botborder;
private Random rand = new Random();
private int maxBorderHeight;
private int minBorderHeight;
private boolean topDown = true;
private boolean botDown = true;
private boolean newGameCreated;
public static int HighScore = 0;
public static SharedPreferences prefs;
private String saveScore = "HighScore";
increase to slow down difficulty progression, decrease to speed up difficulty progression
private int progressDenom = 20;
private Explosion explosion;
private long startReset;
private boolean reset;
private boolean dissapear;
private boolean started;
public static int highScore;
public GamePanel(Context context)
{
super(context);
Context pref;
SharedPreferences prefs = this.getSharedPreferences("myPrefsKeys", Context.MODE_PRIVATE);
int oldScore = prefs.getInt("highScore", 0);
int newScore = Player.getScore()*3;
update score only if new score is higher
if(newScore > oldScore ){
Editor edit = prefs.edit();
edit.putInt("highScore", newScore);
edit.commit();
highScore = newScore;
}
String spackage = "com.knight.myfirstgame";
HighScore = prefs.getInt(saveScore, 0);
add the callback to the surfaceholder to intercept events
getHolder().addCallback(this);
make gamePanel focusable so it can handle events
setFocusable(true);
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height){}
@Override
public void surfaceDestroyed(SurfaceHolder holder){
boolean retry = true;
int counter = 0;
while(retry && counter<1000)
{
counter++;
try{thread.setRunning(false);
thread.join();
retry = false;
thread = null;
}catch(InterruptedException e){e.printStackTrace(); }
}
}
@Override
public void surfaceCreated(SurfaceHolder holder){
bg = new Background(BitmapFactory.decodeResource(getResources(), R.drawable.grassbg1));
player = new Player(BitmapFactory.decodeResource(getResources(), R.drawable.helicopter), 65, 25, 3);
smoke = new ArrayList<Smokepuff>();
missiles = new ArrayList<Missile>();
topborder = new ArrayList<TopBorder>();
botborder = new ArrayList<BotBorder>();
smokeStartTime= System.nanoTime();
missileStartTime = System.nanoTime();
thread = new MainThread(getHolder(), this);
we can safely start the game loop
thread.setRunning(true);
thread.start();
}
@Override
public boolean onTouchEvent(MotionEvent event)
{
if(event.getAction()==MotionEvent.ACTION_DOWN){
if(!player.getPlaying() && newGameCreated && reset)
{
player.setPlaying(true);
player.setUp(true);
}
if(player.getPlaying())
{
if(!started)started = true;
reset = false;
player.setUp(true);
}
return true;
}
if(event.getAction()==MotionEvent.ACTION_UP)
{
player.setUp(false);
return true;
}
return super.onTouchEvent(event);
}
public void update()
{
if(player.getPlaying()) {
if(botborder.isEmpty())
{
player.setPlaying(false);
return;
}
if(topborder.isEmpty())
{
player.setPlaying(false);
return;
}
bg.update();
player.update();
calculate the threshold of height the border can have based on the score
max and min border heart are updated, and the border switched direction when either max or
min is met
maxBorderHeight = 30+player.getScore()/progressDenom;
cap max border height so that borders can only take up a total of 1/2 the screen
if(maxBorderHeight > HEIGHT/4)maxBorderHeight = HEIGHT/4;
minBorderHeight = 5+player.getScore()/progressDenom;
check bottom border collision
for(int i = 0; i<botborder.size(); i++)
{
if(collision(botborder.get(i), player))
player.setPlaying(false);
}
check top border collision
for(int i = 0; i <topborder.size(); i++)
{
if(collision(topborder.get(i),player))
player.setPlaying(false);
}
update top border
this.updateTopBorder();
udpate bottom border
this.updateBottomBorder();
add missiles on timer
long missileElapsed = (System.nanoTime()-missileStartTime)/1000000;
if(missileElapsed >(2000 - player.getScore()/4)){
first missile always goes down the middle
if(missiles.size()==0)
{
missiles.add(new Missile(BitmapFactory.decodeResource(getResources(),R.drawable.
missile),WIDTH + 10, HEIGHT/2, 45, 15, player.getScore(), 13));
}
else
{
missiles.add(new Missile(BitmapFactory.decodeResource(getResources(),R.drawable.missile),
WIDTH+10, (int)(rand.nextDouble()*(HEIGHT - (maxBorderHeight * 2))+maxBorderHeight),45,15, player.getScore(),13));
}
reset timer
missileStartTime = System.nanoTime();
}
loop through every missile and check collision and remove
for(int i = 0; i<missiles.size(); i++)
{
update missile
missiles.get(i).update();
if(collision(missiles.get(i),player))
{
missiles.remove(i);
player.setPlaying(false);
break;
}
remove missile if it is way off the screen
if(missiles.get(i).getX()<-100)
{
missiles.remove(i);
break;
}
}
add smoke puffs on timer
long elapsed = (System.nanoTime() - smokeStartTime)/1000000;
if(elapsed > 120){
smoke.add(new Smokepuff(player.getX(), player.getY()+10));
smokeStartTime = System.nanoTime();
}
for(int i = 0; i<smoke.size(); i++)
{
smoke.get(i).update();
if(smoke.get(i).getX()<-10)
{
smoke.remove(i);
}
}
}
else{
player.resetDY();
if(!reset)
{
newGameCreated = false;
startReset = System.nanoTime();
reset = true;
dissapear = true;
explosion = new Explosion(BitmapFactory.decodeResource(getResources(),R.drawable.explosion),player.getX(),
player.getY()-30, 100, 100, 25);
}
explosion.update();
long resetElapsed = (System.nanoTime()-startReset)/1000000;
if(resetElapsed > 2500 && !newGameCreated)
{
newGame();
}
}
}
public boolean collision(GameObject a, GameObject b)
{
if(Rect.intersects(a.getRectangle(), b.getRectangle()))
{
return true;
}
return false;
}
@Override
public void draw(Canvas canvas)
{
final float scaleFactorX = getWidth()/(WIDTH*1.f);
final float scaleFactorY = getHeight()/(HEIGHT*1.f);
if(canvas!=null) {
final int savedState = canvas.save();
canvas.scale(scaleFactorX, scaleFactorY);
bg.draw(canvas);
if(!dissapear) {
player.draw(canvas);
}
draw smokepuffs
for(Smokepuff sp: smoke)
{
sp.draw(canvas);
}
draw missiles
for(Missile m: missiles)
{
m.draw(canvas);
}
draw topborder
for(TopBorder tb: topborder)
{
tb.draw(canvas);
}
draw botborder
for(BotBorder bb: botborder)
{
bb.draw(canvas);
}
draw explosion
if(started)
{
explosion.draw(canvas);
}
drawText(canvas);
canvas.restoreToCount(savedState);
}
}
public void updateTopBorder()
{
every 50 points, insert randomly placed top blocks that break the pattern
if(player.getScore()%50 ==0)
{
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(),R.drawable.brick
),topborder.get(topborder.size()-1).getX()+20,0,(int)((rand.nextDouble()*(maxBorderHeight
))+1)));
}
for(int i = 0; i<topborder.size(); i++)
{
topborder.get(i).update();
if(topborder.get(i).getX()<-20)
{
topborder.remove(i);
remove element of arraylist, replace it by adding a new one
calculate topdown which determines the direction the border is moving (up or down)
if(topborder.get(topborder.size()-1).getHeight()>=maxBorderHeight)
{
topDown = false;
}
if(topborder.get(topborder.size()-1).getHeight()<=minBorderHeight)
{
topDown = true;
}
new border added will have larger height
if(topDown)
{
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(),
R.drawable.brick),topborder.get(topborder.size()-1).getX()+20,
0, topborder.get(topborder.size()-1).getHeight()+1));
}
new border added wil have smaller height
else
{
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(),
R.drawable.brick),topborder.get(topborder.size()-1).getX()+20,
0, topborder.get(topborder.size()-1).getHeight()-1));
}
}
}
}
public void updateBottomBorder()
{
every 40 points, insert randomly placed bottom blocks that break pattern
if(player.getScore()%40 == 0)
{
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick),
botborder.get(botborder.size()-1).getX()+20,(int)((rand.nextDouble()
*maxBorderHeight)+(HEIGHT-maxBorderHeight))));
}
update bottom border
for(int i = 0; i<botborder.size(); i++)
{
botborder.get(i).update();
if border is moving off screen, remove it and add a corresponding new one
if(botborder.get(i).getX()<-20) {
botborder.remove(i);
determine if border will be moving up or down
if (botborder.get(botborder.size() - 1).getY() <= HEIGHT-maxBorderHeight) {
botDown = true;
}
if (botborder.get(botborder.size() - 1).getY() >= HEIGHT - minBorderHeight) {
botDown = false;
}
if (botDown) {
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
), botborder.get(botborder.size() - 1).getX() + 20, botborder.get(botborder.size() - 1
).getY() + 1));
} else {
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
), botborder.get(botborder.size() - 1).getX() + 20, botborder.get(botborder.size() - 1
).getY() - 1));
}
}
}
}
public void newGame()
{
dissapear = false;
botborder.clear();
topborder.clear();
missiles.clear();
smoke.clear();
minBorderHeight = 5;
maxBorderHeight = 30;
player.resetDY();
player.resetScore();
player.setY(HEIGHT/2);
create initial borders
initial top border
for(int i = 0; i*20<WIDTH+40; i++)
{
first top border create
if(i==0)
{
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(),R.drawable.brick
),i*20,0, 10));
}
else
{
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(),R.drawable.brick
),i*20,0, topborder.get(i-1).getHeight()+1));
}
}
initial bottom border
for(int i = 0; i*20<WIDTH+40; i++)
{
first border ever created
if(i==0)
{
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(),R.drawable.brick)
,i*20,HEIGHT - minBorderHeight));
}
adding borders until the initial screen is filed
else
{
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick),
i * 20, botborder.get(i - 1).getY() - 1));
}
}
newGameCreated = true;
}
public void drawText(Canvas canvas) {
Paint paint = new Paint();
paint.setColor(Color.BLACK);
paint.setTextSize(30);
paint.setTypeface(Typeface.create(Typeface.DEFAULT, Typeface.BOLD));
canvas.drawText("DISTANCE: " + (Player.getScore() * 3), 10, HEIGHT - 10, paint);
canvas.drawText("HighScore: " + highScore, WIDTH - 215, HEIGHT - 10, paint);
if (!player.getPlaying() && newGameCreated && reset) {
Paint paint1 = new Paint();
paint1.setTextSize(40);
paint1.setTypeface(Typeface.create(Typeface.DEFAULT, Typeface.BOLD));
canvas.drawText("PRESS TO START", WIDTH / 2 - 50, HEIGHT / 2, paint1);
paint1.setTextSize(20);
canvas.drawText("PRESS AND HOLD TO GO UP", WIDTH / 2 - 50, HEIGHT / 2 + 20, paint1);
canvas.drawText("RELEASE TO GO DOWN", WIDTH / 2 - 50, HEIGHT / 2 + 40, paint1);
}
}
}
Solution
getSharedPreferences
are methods of Context, subclasses
of Context
, such as Activity
.
The GamePanel
extends the View
, but does not extend the Context
, so there is no such method.
You can do this
context.getSharedPreferences(...)
If you need to do this outside of the constructor, there is no variable in scope for context
, you can do this
this.getContext().getSharedPreferences(...)