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Home/ Questions/Q 5988117
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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T22:54:50+00:00 2026-05-22T22:54:50+00:00

I’m not sure where the problem is. I thought if the activity would pass

  • 0

I’m not sure where the problem is. I thought if the activity would pass information to the surfaceview it implements. Basically I’m trying to make it so that when someone selects their choice of game layout from the main menu (passes it with Intent) it then goes to the PlayGame class. (I have it take the number given from the intent). That activity uses SurfaceView through a layout. Then down in the surface view where it calls the images and assigns them I tried using an if else to determine which pictures it should be using. Didn’t work. Not exactly sure what to do about it. If there is a better way to make it use the images from a previous selection on the main page. Looks like this.

Main Class (Just one of the buttons passing in intent)

Button surfButton = (Button) findViewById(R.id.play1_btn);
    surfButton.setOnClickListener(new View.OnClickListener()
    {
        public void onClick(View surfing)
        {
            Intent play = new Intent(Main.this, PlayGame.class);
            play.putExtra("gameType" , 1);
            startActivity(play);
        }
    });

PlayGame Class

 @Override
public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);  
    Intent typ = getIntent();
    type = typ.getIntExtra("gameType", 0);

    setContentView(R.layout.game);        
    gameLoopView = (GameLoopView) findViewById(R.id.gnarlyned); 


}

Game Class:

private void loadImages(Context context) {
            type = playGame.type;
    Resources res = context.getResources();

    if (type == 1){
        skyImage = BitmapFactory.decodeResource(res, R.drawable.sky);

    }
    else if (type == 2){
        skyImage = BitmapFactory.decodeResource(res, R.drawable.snowbg);

    }

More images than just one, but to save space it’s just the one. Any help would be appreciated. I’m sure I must have done something wrong there.

EDIT: Here is the log cat from the force close caused from this setup.

06-06 17:55:01.655: ERROR/AndroidRuntime(16229): FATAL EXCEPTION: main
06-06 17:55:01.655: ERROR/AndroidRuntime(16229): java.lang.RuntimeException: Unable to start activity ComponentInfo{fallacystudios.gnarlyned/fallacystudios.gnarlyned.PlayGame}: android.view.InflateException: Binary XML file line #7: Error inflating class fallacystudios.gnarlyned.GameLoopView
06-06 17:55:01.655: ERROR/AndroidRuntime(16229): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2663)
06-06 17:55:01.655: ERROR/AndroidRuntime(16229): Caused by: android.view.InflateException: Binary XML file line #7: Error inflating class fallacystudios.gnarlyned.GameLoopView
06-06 17:55:01.655: ERROR/AndroidRuntime(16229): Caused by: java.lang.reflect.InvocationTargetException
06-06 17:55:01.655: ERROR/AndroidRuntime(16229): Caused by: java.lang.NullPointerException

Then a whole bunch of heap size overflow

All this only happens when I have the if(gameType == 1) and else if(gameType == 2) in the loadImages section. Doing this to make it so only certain images are used when that map is selected. Not sure why that doesnt work.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-22T22:54:50+00:00Added an answer on May 22, 2026 at 10:54 pm

    If loadImages is being called from the Game constructor, then the problem is that when you inflate the view, you haven’t yet defined playGame.type. Try extracting the intent extra before calling setContentView.

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