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App Crashes whenever I open it on my phone #1841

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HenAsayag opened this issue Jul 27, 2024 · 4 comments
Closed

App Crashes whenever I open it on my phone #1841

HenAsayag opened this issue Jul 27, 2024 · 4 comments

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@HenAsayag
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Versions

  • Python:3.8.10
  • OS:ubunto 20.04.06
  • Buildozer:1.05.00

Description

I am trying to build an APK using Buildozer for my game, but the APK crashes immediately upon opening on my phone. Additionally, I am unable to connect my phone to run the application directly, although all images and sound files are correctly placed.

buildozer.spec
Command:

buildozer android debug 

Spec file:

 [app]

# (str) Title of your application
title = MyAPP

# (str) Package name
package.name = SoccerFun

# (str) Package domain (needed for android/ios packaging)
package.domain = org.test

# (str) Source code where the main.py live
source.dir = .

# (list) Source files to include (let empty to include all the files)
source.include_exts = py,png,jpg,kv,atlas,wav

# (list) List of inclusions using pattern matching
#source.include_patterns = assets/*,images/*.png

# (list) Source files to exclude (let empty to not exclude anything)
#source.exclude_exts = spec

# (list) List of directory to exclude (let empty to not exclude anything)
#source.exclude_dirs = tests, bin, venv

# (list) List of exclusions using pattern matching
# Do not prefix with './'
#source.exclude_patterns = license,images/*/*.jpg

# (str) Application versioning (method 1)
version = 0.1

# (str) Application versioning (method 2)
# version.regex = __version__ = ['"](.*)['"]
# version.filename = %(source.dir)s/main.py

# (list) Application requirements
# comma separated e.g. requirements = sqlite3,kivy
requirements python3,pygame,jnius,sdl2,sdl2_image,sdl2_mixer,sdl2_ttf,png,jpeg

# (str) Custom source folders for requirements
# Sets custom source for any requirements with recipes
# requirements.source.kivy = ../../kivy

# (str) Presplash of the application
#presplash.filename = %(source.dir)s/data/presplash.png

# (str) Icon of the application
#icon.filename = %(source.dir)s/data/icon.png

# (list) Supported orientations
# Valid options are: landscape, portrait, portrait-reverse or landscape-reverse
orientation = portrait

# (list) List of service to declare
#services = NAME:ENTRYPOINT_TO_PY,NAME2:ENTRYPOINT2_TO_PY

#
# OSX Specific
#

#
# author = © Copyright Info

# change the major version of python used by the app
osx.python_version = 3

# Kivy version to use
osx.kivy_version = 1.9.1

#
# Android specific
#

# (bool) Indicate if the application should be fullscreen or not
fullscreen = 1

# (string) Presplash background color (for android toolchain)
# Supported formats are: #RRGGBB #AARRGGBB or one of the following names:
# red, blue, green, black, white, gray, cyan, magenta, yellow, lightgray,
# darkgray, grey, lightgrey, darkgrey, aqua, fuchsia, lime, maroon, navy,
# olive, purple, silver, teal.
#android.presplash_color = #FFFFFF

# (string) Presplash animation using Lottie format.
# see https://lottiefiles.com/ for examples and https://airbnb.design/lottie/
# for general documentation.
# Lottie files can be created using various tools, like Adobe After Effect or Synfig.
#android.presplash_lottie = "path/to/lottie/file.json"

# (str) Adaptive icon of the application (used if Android API level is 26+ at runtime)
#icon.adaptive_foreground.filename = %(source.dir)s/data/icon_fg.png
#icon.adaptive_background.filename = %(source.dir)s/data/icon_bg.png

# (list) Permissions
# (See https://python-for-android.readthedocs.io/en/latest/buildoptions/#build-options-1 for all the supported syntaxes and properties)
#android.permissions = android.permission.INTERNET, (name=android.permission.WRITE_EXTERNAL_STORAGE;maxSdkVersion=18)

# (list) features (adds uses-feature -tags to manifest)
#android.features = android.hardware.usb.host

# (int) Target Android API, should be as high as possible.
#android.api = 31

# (int) Minimum API your APK / AAB will support.
#android.minapi = 21

# (int) Android SDK version to use
#android.sdk = 20

# (str) Android NDK version to use
#android.ndk = 23b

# (int) Android NDK API to use. This is the minimum API your app will support, it should usually match android.minapi.
#android.ndk_api = 21

# (bool) Use --private data storage (True) or --dir public storage (False)
#android.private_storage = True

# (str) Android NDK directory (if empty, it will be automatically downloaded.)
#android.ndk_path =

# (str) Android SDK directory (if empty, it will be automatically downloaded.)
#android.sdk_path =

# (str) ANT directory (if empty, it will be automatically downloaded.)
#android.ant_path =

# (bool) If True, then skip trying to update the Android sdk
# This can be useful to avoid excess Internet downloads or save time
# when an update is due and you just want to test/build your package
# android.skip_update = False

# (bool) If True, then automatically accept SDK license
# agreements. This is intended for automation only. If set to False,
# the default, you will be shown the license when first running
# buildozer.
# android.accept_sdk_license = False

# (str) Android entry point, default is ok for Kivy-based app
#android.entrypoint = org.kivy.android.PythonActivity

# (str) Full name including package path of the Java class that implements Android Activity
# use that parameter together with android.entrypoint to set custom Java class instead of PythonActivity
#android.activity_class_name = org.kivy.android.PythonActivity

# (str) Extra xml to write directly inside the <manifest> element of AndroidManifest.xml
# use that parameter to provide a filename from where to load your custom XML code
#android.extra_manifest_xml = ./src/android/extra_manifest.xml

# (str) Extra xml to write directly inside the <manifest><application> tag of AndroidManifest.xml
# use that parameter to provide a filename from where to load your custom XML arguments:
#android.extra_manifest_application_arguments = ./src/android/extra_manifest_application_arguments.xml

# (str) Full name including package path of the Java class that implements Python Service
# use that parameter to set custom Java class which extends PythonService
#android.service_class_name = org.kivy.android.PythonService

# (str) Android app theme, default is ok for Kivy-based app
# android.apptheme = "@android:style/Theme.NoTitleBar"

# (list) Pattern to whitelist for the whole project
#android.whitelist =

# (str) Path to a custom whitelist file
#android.whitelist_src =

# (str) Path to a custom blacklist file
#android.blacklist_src =

# (list) List of Java .jar files to add to the libs so that pyjnius can access
# their classes. Don't add jars that you do not need, since extra jars can slow
# down the build process. Allows wildcards matching, for example:
# OUYA-ODK/libs/*.jar
#android.add_jars = foo.jar,bar.jar,path/to/more/*.jar

# (list) List of Java files to add to the android project (can be java or a
# directory containing the files)
#android.add_src =

# (list) Android AAR archives to add
#android.add_aars =

# (list) Put these files or directories in the apk assets directory.
# Either form may be used, and assets need not be in 'source.include_exts'.
# 1) android.add_assets = source_asset_relative_path
# 2) android.add_assets = source_asset_path:destination_asset_relative_path
#android.add_assets =

# (list) Put these files or directories in the apk res directory.
# The option may be used in three ways, the value may contain one or zero ':'
# Some examples:
# 1) A file to add to resources, legal resource names contain ['a-z','0-9','_']
# android.add_resources = my_icons/all-inclusive.png:drawable/all_inclusive.png
# 2) A directory, here  'legal_icons' must contain resources of one kind
# android.add_resources = legal_icons:drawable
# 3) A directory, here 'legal_resources' must contain one or more directories, 
# each of a resource kind:  drawable, xml, etc...
# android.add_resources = legal_resources
#android.add_resources =

# (list) Gradle dependencies to add
#android.gradle_dependencies =

# (bool) Enable AndroidX support. Enable when 'android.gradle_dependencies'
# contains an 'androidx' package, or any package from Kotlin source.
# android.enable_androidx requires android.api >= 28
#android.enable_androidx = True

# (list) add java compile options
# this can for example be necessary when importing certain java libraries using the 'android.gradle_dependencies' option
# see https://developer.android.com/studio/write/java8-support for further information
# android.add_compile_options = "sourceCompatibility = 1.8", "targetCompatibility = 1.8"

# (list) Gradle repositories to add {can be necessary for some android.gradle_dependencies}
# please enclose in double quotes 
# e.g. android.gradle_repositories = "maven { url 'https://kotlin.bintray.com/ktor' }"
#android.add_gradle_repositories =

# (list) packaging options to add 
# see https://google.github.io/android-gradle-dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html
# can be necessary to solve conflicts in gradle_dependencies
# please enclose in double quotes 
# e.g. android.add_packaging_options = "exclude 'META-INF/common.kotlin_module'", "exclude 'META-INF/*.kotlin_module'"
#android.add_packaging_options =

# (list) Java classes to add as activities to the manifest.
#android.add_activities = com.example.ExampleActivity

# (str) OUYA Console category. Should be one of GAME or APP
# If you leave this blank, OUYA support will not be enabled
#android.ouya.category = GAME

# (str) Filename of OUYA Console icon. It must be a 732x412 png image.
#android.ouya.icon.filename = %(source.dir)s/data/ouya_icon.png

# (str) XML file to include as an intent filters in <activity> tag
#android.manifest.intent_filters =

# (list) Copy these files to src/main/res/xml/ (used for example with intent-filters)
#android.res_xml = PATH_TO_FILE,

# (str) launchMode to set for the main activity
#android.manifest.launch_mode = standard

# (str) screenOrientation to set for the main activity.
# Valid values can be found at https://developer.android.com/guide/topics/manifest/activity-element
#android.manifest.orientation = fullSensor

# (list) Android additional libraries to copy into libs/armeabi
#android.add_libs_armeabi = libs/android/*.so
#android.add_libs_armeabi_v7a = libs/android-v7/*.so
#android.add_libs_arm64_v8a = libs/android-v8/*.so
#android.add_libs_x86 = libs/android-x86/*.so
#android.add_libs_mips = libs/android-mips/*.so

# (bool) Indicate whether the screen should stay on
# Don't forget to add the WAKE_LOCK permission if you set this to True
#android.wakelock = False

# (list) Android application meta-data to set (key=value format)
#android.meta_data =

# (list) Android library project to add (will be added in the
# project.properties automatically.)
#android.library_references =

# (list) Android shared libraries which will be added to AndroidManifest.xml using <uses-library> tag
#android.uses_library =

# (str) Android logcat filters to use
#android.logcat_filters = *:S python:D

# (bool) Android logcat only display log for activity's pid
#android.logcat_pid_only = False

# (str) Android additional adb arguments
#android.adb_args = -H host.docker.internal

# (bool) Copy library instead of making a libpymodules.so
#android.copy_libs = 1

# (list) The Android archs to build for, choices: armeabi-v7a, arm64-v8a, x86, x86_64
# In past, was `android.arch` as we weren't supporting builds for multiple archs at the same time.
android.archs = arm64-v8a, armeabi-v7a

# (int) overrides automatic versionCode computation (used in build.gradle)
# this is not the same as app version and should only be edited if you know what you're doing
# android.numeric_version = 1

# (bool) enables Android auto backup feature (Android API >=23)
android.allow_backup = True

# (str) XML file for custom backup rules (see official auto backup documentation)
# android.backup_rules =

# (str) If you need to insert variables into your AndroidManifest.xml file,
# you can do so with the manifestPlaceholders property.
# This property takes a map of key-value pairs. (via a string)
# Usage example : android.manifest_placeholders = [myCustomUrl:\"org.kivy.customurl\"]
# android.manifest_placeholders = [:]

# (bool) Skip byte compile for .py files
# android.no-byte-compile-python = False

# (str) The format used to package the app for release mode (aab or apk or aar).
# android.release_artifact = aab

# (str) The format used to package the app for debug mode (apk or aar).
# android.debug_artifact = apk

#
# Python for android (p4a) specific
#

# (str) python-for-android URL to use for checkout
#p4a.url =

# (str) python-for-android fork to use in case if p4a.url is not specified, defaults to upstream (kivy)
#p4a.fork = kivy

# (str) python-for-android branch to use, defaults to master
#p4a.branch = master

# (str) python-for-android specific commit to use, defaults to HEAD, must be within p4a.branch
#p4a.commit = HEAD

# (str) python-for-android git clone directory (if empty, it will be automatically cloned from github)
#p4a.source_dir =

# (str) The directory in which python-for-android should look for your own build recipes (if any)
#p4a.local_recipes =

# (str) Filename to the hook for p4a
#p4a.hook =

# (str) Bootstrap to use for android builds
# p4a.bootstrap = sdl2

# (int) port number to specify an explicit --port= p4a argument (eg for bootstrap flask)
#p4a.port =

# Control passing the --use-setup-py vs --ignore-setup-py to p4a
# "in the future" --use-setup-py is going to be the default behaviour in p4a, right now it is not
# Setting this to false will pass --ignore-setup-py, true will pass --use-setup-py
# NOTE: this is general setuptools integration, having pyproject.toml is enough, no need to generate
# setup.py if you're using Poetry, but you need to add "toml" to source.include_exts.
#p4a.setup_py = false

# (str) extra command line arguments to pass when invoking pythonforandroid.toolchain
#p4a.extra_args =



#
# iOS specific
#

# (str) Path to a custom kivy-ios folder
#ios.kivy_ios_dir = ../kivy-ios
# Alternately, specify the URL and branch of a git checkout:
ios.kivy_ios_url = https://github.com/kivy/kivy-ios
ios.kivy_ios_branch = master

# Another platform dependency: ios-deploy
# Uncomment to use a custom checkout
#ios.ios_deploy_dir = ../ios_deploy
# Or specify URL and branch
ios.ios_deploy_url = https://github.com/phonegap/ios-deploy
ios.ios_deploy_branch = 1.10.0

# (bool) Whether or not to sign the code
ios.codesign.allowed = false

# (str) Name of the certificate to use for signing the debug version
# Get a list of available identities: buildozer ios list_identities
#ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)"

# (str) The development team to use for signing the debug version
#ios.codesign.development_team.debug = <hexstring>

# (str) Name of the certificate to use for signing the release version
#ios.codesign.release = %(ios.codesign.debug)s

# (str) The development team to use for signing the release version
#ios.codesign.development_team.release = <hexstring>

# (str) URL pointing to .ipa file to be installed
# This option should be defined along with `display_image_url` and `full_size_image_url` options.
#ios.manifest.app_url =

# (str) URL pointing to an icon (57x57px) to be displayed during download
# This option should be defined along with `app_url` and `full_size_image_url` options.
#ios.manifest.display_image_url =

# (str) URL pointing to a large icon (512x512px) to be used by iTunes
# This option should be defined along with `app_url` and `display_image_url` options.
#ios.manifest.full_size_image_url =


[buildozer]

# (int) Log level (0 = error only, 1 = info, 2 = debug (with command output))
log_level = 2

# (int) Display warning if buildozer is run as root (0 = False, 1 = True)
warn_on_root = 1

# (str) Path to build artifact storage, absolute or relative to spec file
# build_dir = ./.buildozer

# (str) Path to build output (i.e. .apk, .aab, .ipa) storage
# bin_dir = ./bin

#    -----------------------------------------------------------------------------
#    List as sections
#
#    You can define all the "list" as [section:key].
#    Each line will be considered as a option to the list.
#    Let's take [app] / source.exclude_patterns.
#    Instead of doing:
#
#[app]
#source.exclude_patterns = license,data/audio/*.wav,data/images/original/*
#
#    This can be translated into:
#
#[app:source.exclude_patterns]
#license
#data/audio/*.wav
#data/images/original/*
#


#    -----------------------------------------------------------------------------
#    Profiles
#
#    You can extend section / key with a profile
#    For example, you want to deploy a demo version of your application without
#    HD content. You could first change the title to add "(demo)" in the name
#    and extend the excluded directories to remove the HD content.
#
#[app@demo]
#title = My Application (demo)
#
#[app:source.exclude_patterns@demo]
#images/hd/*
#
#    Then, invoke the command line with the "demo" profile:
#
#buildozer --profile demo android debug

Main.py

import pygame
import random
import math
import time
import os

# Set the absolute path
PATH = os.path.abspath('.') + '/'

# Initialize Pygame
pygame.init()

# Initialize mixer
pygame.mixer.init()

# Screen dimensions for landscape mode
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720

# Create screen
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

# Define fonts
font = pygame.font.SysFont(None, 100)
button_font = pygame.font.SysFont(None, 72)
points_font = pygame.font.SysFont(None, 100)

# Load images for modes
mode1_image = pygame.transform.scale(pygame.image.load(PATH + 'mode1.png'), (400, 400))
mode2_image = pygame.transform.scale(pygame.image.load(PATH + 'mode2.png'), (400, 400))

# Load background images for each mode
background_images = {
    'mode1': pygame.transform.scale(pygame.image.load(PATH + 'background1.png'), (SCREEN_WIDTH, SCREEN_HEIGHT)),
    'mode2': pygame.transform.scale(pygame.image.load(PATH + 'background2.png'), (SCREEN_WIDTH, SCREEN_HEIGHT))
}

# Load home background image
home_background = pygame.transform.scale(pygame.image.load(PATH + 'home_background.png'), (SCREEN_WIDTH, SCREEN_HEIGHT))
rules_image = pygame.transform.scale(pygame.image.load(PATH + 'rules.png'), (SCREEN_WIDTH, SCREEN_HEIGHT))

# Load mode selection background image
mode_selection_background = pygame.transform.scale(pygame.image.load(PATH + 'mode_selection_background.png'), (SCREEN_WIDTH, SCREEN_HEIGHT))

# Load mute and unmute button images
mute_image = pygame.transform.scale(pygame.image.load(PATH + 'mute.png'), (150, 50))
unmute_image = pygame.transform.scale(pygame.image.load(PATH + 'unmute.png'), (150, 50))

# Load sounds
sounds = {
    RED: pygame.mixer.Sound(PATH + 'sounds/red_sound.wav'),
    GREEN: pygame.mixer.Sound(PATH + 'sounds/green_sound.wav'),
    BLUE: pygame.mixer.Sound(PATH + 'sounds/blue_sound.wav'),
    YELLOW: pygame.mixer.Sound(PATH + 'sounds/yellow_sound.wav'),
    'error': pygame.mixer.Sound(PATH + 'sounds/error_sound.wav')
}

# Function to play sound
def play_sound(sound, muted):
    if not muted:
        pygame.mixer.stop()  # Stop any currently playing sounds
        sound.play()

# Function to load images from directories
def load_images_from_folder(folder):
    images = {}
    for filename in os.listdir(folder):
        if filename.endswith(".png"):
            img = pygame.image.load(os.path.join(folder, filename))
            images[filename.split('.')[0]] = pygame.transform.scale(img, (200, 200))
    return images

# Load character images by color
character_images = {
    RED: load_images_from_folder(PATH + 'images/red'),
    BLUE: load_images_from_folder(PATH + 'images/blue'),
    YELLOW: load_images_from_folder(PATH + 'images/yellow'),
    GREEN: load_images_from_folder(PATH + 'images/green')
}

# Ball class
class Ball:
    def __init__(self, color, character_images):
        self.color = color
        self.character = random.choice(list(character_images[color].keys()))
        self.image = character_images[color][self.character]
        self.rect = self.image.get_rect()
        self.radius = self.rect.width // 2
        self.x = random.randint(self.radius, SCREEN_WIDTH - self.radius)
        self.y = SCREEN_HEIGHT - self.radius
        self.dy = -19  # Initial upward velocity
        self.gravity = 0.8
        self.dragging = False

    def move(self):
        if not self.dragging:
            self.y += self.dy
            self.dy += self.gravity  # Apply gravity

    def draw(self, screen):
        screen.blit(self.image, (self.x - self.radius, self.y - self.radius))

    def is_in_correct_corner(self):
        for corner_name, (x1, y1, width, height, color) in corners.items():
            x2, y2 = x1 + width, y1 + height
            if x1 <= self.x <= x2 and y1 <= self.y <= y2 and self.color == color:
                return True
        return False

    def has_fallen_off_screen(self):
        return self.y - self.radius > SCREEN_HEIGHT

# Define corner areas (larger size)
CORNER_SIZE = 150
corners = {
    "top_left": (0, 0, CORNER_SIZE, CORNER_SIZE, RED),
    "top_right": (SCREEN_WIDTH - CORNER_SIZE, 0, CORNER_SIZE, CORNER_SIZE, YELLOW),
    "bottom_left": (0, SCREEN_HEIGHT - CORNER_SIZE, CORNER_SIZE, CORNER_SIZE, BLUE),
    "bottom_right": (SCREEN_WIDTH - CORNER_SIZE, SCREEN_HEIGHT - CORNER_SIZE, CORNER_SIZE, CORNER_SIZE, GREEN)
}

# Characters to colors mapping with scores
character_color_map = {
    "Salim": [(RED, 100)],
    "eliohana": [(YELLOW, 100)],
    "Avi": [(BLUE, 200)],
    "ReovenAtar": [(GREEN, 190)],
    "Eranzahavi": [(BLUE, 100), (RED, 60)],
    "yaniv": [(GREEN, 100)],
    "Igalantebi": [(RED, 100)],
    "Danaiben": [(YELLOW, 100)],
    "Idantal": [(YELLOW, 100)],
    "UriMalmilian": [(YELLOW, 100)],
    "Shura Uvarov": [(BLUE, 100)],
    "Avi Cohen": [(BLUE, 100)],
    "Dor Micha": [(BLUE, 100),(YELLOW, 20)],
    "Meni Levi": [(BLUE, 100)],
    "Yossi Benayoun": [(GREEN, 100), (YELLOW, 30), (BLUE, 15)],
    "Eliran Atar": [(BLUE, 100), (GREEN, 30),(YELLOW, 15)],
    "Eyal Berkovic": [(GREEN, 100), (BLUE, 15)],
    "Barak Itzhaki": [(BLUE, 100), (YELLOW, 50)],
    "Baruch Dego": [(RED, 100), (BLUE, 70)],
    "Arik Benado": [(GREEN, 100), (YELLOW, 40)],
    "Yuval Avidor": [(BLUE, 100)],
    "Yossi Shivhon": [(BLUE, 100), (RED, 30)],
    "Aaron Schoenfeld": [(BLUE, 100), (RED, 30)],
    "Haim Revivo": [(GREEN, 100), (RED, 50)],
    "Michael Zandberg": [(GREEN, 100), (YELLOW, 80), (RED, 25)],
    "Tal Ben Haim": [(BLUE, 100), (YELLOW, 30)],
    "Yossi Abukasis": [(RED, 100), (YELLOW, 95)],
    "Gal Shish": [(RED, 100)],
    "Nir Klinger": [(BLUE, 100), (GREEN, 80)],
    "Enyeama": [(RED, 100), (BLUE, 20)],
    "Omer Damari": [(RED, 100), (GREEN, 20)],
    "Shimon Gershon": [(RED, 100), (YELLOW, 40)],
    "Eliniv Barda": [(RED, 100)],
    "Lala": [(RED, 100)],
    "Ramzi Sfuri": [(RED, 100)],
    "Ronny Rosenthal": [(GREEN, 100)],
    "Idan Vered": [(YELLOW, 100), (GREEN, 50), (RED, 30)],
    "Rami Gershon": [(GREEN, 100)],
    "Eran Levy": [(GREEN, 100), (YELLOW, 85), (BLUE, 30)],
    "Avi Rikan": [(BLUE, 100), (YELLOW, 80)],
    "Lior Refaelov": [(GREEN, 100)],
    "Itay Shechter": [(BLUE, 100), (RED, 95), (YELLOW, 70), (GREEN, 30)],
    "Wiam Amasha": [(GREEN, 100)],
    "Lidor Cohen": [(YELLOW, 100), (RED, 35)],
    "Giovanni Rosso": [(GREEN, 100)],
    "Haim Megrelashvili": [(GREEN, 100), (YELLOW, 30), (BLUE, 15)],
    "Tal Banin": [(GREEN, 100), (BLUE, 85), (YELLOW,30)],
    "Rifat Turk": [(RED, 100)],
    "Amir Agayev": [(RED, 100), (YELLOW, 15)],
    "Dekel Keinan": [(GREEN, 100)],
    "Boccoli": [(GREEN, 100)],
    "Shaya Feigenbaum": [(RED, 100)],
    "Moshe Ohayon": [(RED, 100),(YELLOW, 50)],
    "Dor Malul": [(BLUE, 100)],
    "Pini Balili": [(RED, 100)],
    "Omri Kende": [(RED, 100)],
    "Amit Ben Shushan": [(YELLOW, 100)]
}

# Function to create a new ball
def create_new_ball(color, character_images):
    return Ball(color, character_images)

# Game state variables
game_active = False
viewing_high_score = False
choosing_mode = False
viewing_rules = False
high_score = 0
score = 0
points_change = 0
points_change_time = 0
game_duration = 60  # Game duration in seconds
selected_mode = None
muted = False

# Create the buttons
start_button_text = button_font.render("            ", True, WHITE)
start_button_rect = start_button_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 200))

high_score_button_text = button_font.render("            ", True, WHITE)
high_score_button_rect = high_score_button_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))

rules_button_text = button_font.render("            ", True, WHITE)
rules_button_rect = rules_button_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 200))

mute_button_rect = mute_image.get_rect(center=(SCREEN_WIDTH - 100, SCREEN_HEIGHT - 50))

mode1_button_rect = mode1_image.get_rect(center=(SCREEN_WIDTH // 2 - 250, SCREEN_HEIGHT // 2))
mode2_button_rect = mode2_image.get_rect(center=(SCREEN_WIDTH // 2 + 250, SCREEN_HEIGHT // 2))

# Create the back button
back_button_rect = pygame.Rect(550, 620, 150, 50).inflate(100, 20)  # Adjust the size and position as needed
back_button_text = button_font.render("       ", True, WHITE)  # הופך את הכפתור לשקוף

# Main loop
running = True
ball = None
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        elif event.type == pygame.MOUSEBUTTONDOWN and not game_active and not viewing_high_score and not choosing_mode and not viewing_rules:
            mouse_x, mouse_y = event.pos
            if start_button_rect.collidepoint(mouse_x, mouse_y):
                choosing_mode = True
            elif high_score_button_rect.collidepoint(mouse_x, mouse_y):
                viewing_high_score = True
            elif rules_button_rect.collidepoint(mouse_x, mouse_y):
                viewing_rules = True
            elif mute_button_rect.collidepoint(mouse_x, mouse_y):
                muted = not muted

        elif event.type == pygame.MOUSEBUTTONDOWN and viewing_high_score:
            viewing_high_score = False

        elif event.type == pygame.MOUSEBUTTONDOWN and viewing_rules:
            viewing_rules = False

        elif event.type == pygame.MOUSEBUTTONDOWN and choosing_mode:
            mouse_x, mouse_y = event.pos
            if mode1_button_rect.collidepoint(mouse_x, mouse_y):
                selected_mode = 'mode1'
                background_image = background_images['mode1']
                game_active = True
                choosing_mode = False
                start_time = time.time()
                score = 0
                ball = create_new_ball(RED, character_images)
            elif mode2_button_rect.collidepoint(mouse_x, mouse_y):
                selected_mode = 'mode2'
                background_image = background_images['mode2']

        if game_active:
            if event.type == pygame.MOUSEBUTTONDOWN:
                mouse_x, mouse_y = event.pos
                if back_button_rect.collidepoint(mouse_x, mouse_y):
                    game_active = False
                else:
                    distance = math.hypot(ball.x - event.pos[0], ball.y - event.pos[1])
                    if distance <= ball.radius:
                        ball.dragging = True
                        mouse_x, mouse_y = event.pos
                        offset_x = ball.x - mouse_x
                        offset_y = ball.y - mouse_y

            elif event.type == pygame.MOUSEBUTTONUP:
                if ball.dragging:
                    correct = False
                    for color, points in character_color_map[ball.character]:
                        if any(corner_name for corner_name, (x1, y1, width, height, c) in corners.items() if x1 <= ball.x <= x1 + width and y1 <= ball.y <= y1 + height and c == color):
                            score += points
                            points_change = points
                            points_change_time = time.time()
                            play_sound(sounds[color], muted)
                            correct = True
                            break
                    if not correct:
                        score -= 50
                        points_change = -50
                        points_change_time = time.time()
                        play_sound(sounds['error'], muted)
                    if not ball.has_fallen_off_screen():
                        ball = create_new_ball(random.choice([RED, BLUE, YELLOW, GREEN]), character_images)
                ball.dragging = False

            elif event.type == pygame.MOUSEMOTION:
                if ball.dragging:
                    mouse_x, mouse_y = event.pos
                    ball.x = mouse_x + offset_x
                    ball.y = mouse_y + offset_y

    if game_active:
        elapsed_time = time.time() - start_time
        remaining_time = game_duration - elapsed_time
        if remaining_time <= 0:
            game_active = False
            if score > high_score:
                high_score = score

        screen.blit(background_image, (0, 0))  # Draw background
        ball.move()
        ball.draw(screen)

        # Check if ball has fallen off screen
        if ball.has_fallen_off_screen():
            score -= 50
            points_change = -50
            points_change_time = time.time()
            play_sound(sounds['error'], muted)
            ball = create_new_ball(random.choice([RED, BLUE, YELLOW, GREEN]), character_images)

        # Display score and timer
        # Define smaller fonts for score and timer
        small_font = pygame.font.SysFont(None, 72)

        # Display score and timer with smaller font
        score_text = small_font.render(f"Score: {score}", True, WHITE)
        timer_text = small_font.render(f"Time: {int(remaining_time)}s", True, WHITE)
        score_rect = score_text.get_rect(center=(SCREEN_WIDTH // 2, 50))
        timer_rect = timer_text.get_rect(center=(SCREEN_WIDTH // 2, 150))
        screen.blit(score_text, score_rect)
        screen.blit(timer_text, timer_rect)

        # Display points change
        if time.time() - points_change_time < 1:  # Display points change for 1 second
            points_change_text = points_font.render(f"{points_change}", True, WHITE)
            points_change_rect = points_change_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))
            screen.blit(points_change_text, points_change_rect)

        # Display back button
        screen.blit(back_button_text, back_button_rect)

    elif viewing_high_score:
        screen.fill(BLACK)
        high_score_text = font.render(f"High Score: {high_score}", True, WHITE)
        high_score_rect = high_score_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))
        screen.blit(high_score_text, high_score_rect)
        continue_text = button_font.render("Click anywhere to continue", True, WHITE)
        continue_rect = continue_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 100))
        screen.blit(continue_text, continue_rect)
    elif viewing_rules:
        screen.blit(rules_image, (0, 0))
        continue_text = button_font.render("Click anywhere to continue", True, WHITE)
        continue_rect = continue_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT - 100))
        screen.blit(continue_text, continue_rect)
    elif choosing_mode:
        screen.blit(mode_selection_background, (0, 0))  # Draw mode selection background
        screen.blit(mode1_image, mode1_button_rect)
        screen.blit(mode2_image, mode2_button_rect)
    else:
        screen.blit(home_background, (0, 0))  # Draw home background
        screen.blit(start_button_text, start_button_rect)
        screen.blit(high_score_button_text, high_score_button_rect)
        screen.blit(rules_button_text, rules_button_rect)
        screen.blit(unmute_image if not muted else mute_image, mute_button_rect)

    pygame.display.flip()
    pygame.time.Clock().tick(60)

pygame.quit()```
@misl6
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misl6 commented Jul 29, 2024

Can you please add some logs to the report? (taken via adb)

@kuzeyron
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kuzeyron commented Jul 30, 2024

# (list) Application requirements
# comma separated e.g. requirements = sqlite3,kivy
requirements python3,pygame,jnius,sdl2,sdl2_image,sdl2_mixer,sdl2_ttf,png,jpeg

Is wrong on a few levels. It should be requirements = and the rest of the line should just look like this: python3,kivy,pygame.
png,jpeg part can be found near the top of the spec file (source.include_exts = py,png,jpg,kv,atlas,wav,jpeg).

@CaptainCrusher
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To run the application directly on the phone you need to use the command "buildozer android debug deploy run" instead of "buldozer android debug"

P.S.

I noticed that in your buildozer.spec file, you have the orientation set to portrait. But in your code the dimensions are set for landscape. You might want to change the spec file to reflect that.

Also, you might want to add pygame.FULLSCREEN as an argument in pygame.set_mode

looks like this: screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN)

I don't think either of those will fix the crashing problem, but it might help.

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github-actions bot commented Sep 9, 2024

This issue has been automatically closed because there has been no response to our request for more information from the original author. With only the information that is currently in the issue, we don't have the means to take action. Please reach out if you have or find the answers we need so that we can investigate further.

@github-actions github-actions bot closed this as completed Sep 9, 2024
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