First off, I'm sorry if this question is too general but I really need a hand. I made a Galaxian clone for android to experiment with the libGdx library. It runs just fine both on PC and Android. I then ported it to OUYA and it seemed to run fine, up until the point where all of the enemy ships have lined up and they start dropping, when it crashes and get me back to the games menu.
I tried pretty much all I could think of to fix it but to no avail. I was hoping someone could look into it and maybe tell me what's wrong with my code and/or setup.
I'd be grateful if you could help me out. Thanks!
Comments
I/ActivityManager( 304): Process tv.ouya.console (pid 2857) has died.
W/ActivityManager( 304): Scheduling restart of crashed service tv.ouya.console/.launcher.store.CacheTicklerService in 5000ms
I/ActivityManager( 304): Process android.process.media (pid 2870) has died.
I/ActivityManager( 304): Process tv.ouya (pid 2845) has died.
W/ActivityManager( 304): Scheduling restart of crashed service tv.ouya/.provider.app.download.AppDownloadService in 12723ms
I/ActivityManager( 304): Process tv.ouya.console.ime.keyboard (pid 2979) has died.
W/ActivityManager( 304): Scheduling restart of crashed service tv.ouya.console.ime.keyboard/.OUYAKeyboard in 21959ms
I/ActivityManager( 304): Process com.melloland.galaxian (pid 2961) has died.
I/WindowState( 304): WIN DEATH: Window{4274ed78 SurfaceView paused=false}
W/InputDispatcher( 304): channel '427210d8 com.melloland.galaxian/com.melloland.galaxian.MainActivity (server)' ~ Consumer closed input channel or an error occurred. events=0x9
E/InputDispatcher( 304): channel '427210d8 com.melloland.galaxian/com.melloland.galaxian.MainActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
W/InputDispatcher( 304): Attempted to unregister already unregistered input channel '427210d8 com.melloland.galaxian/com.melloland.galaxian.MainActivity (server)'
W/ActivityManager( 304): Force removing ActivityRecord{42576ea8 com.melloland.galaxian/.MainActivity}: app died, no saved state
I/WindowState( 304): WIN DEATH: Window{427210d8 com.melloland.galaxian/com.melloland.galaxian.MainActivity paused=false}
I/WindowManager( 304): WINDOW DIED Window{427210d8 com.melloland.galaxian/com.melloland.galaxian.MainActivity paused=false}
I/ActivityManager( 304): Start proc tv.ouya.console for activity tv.ouya.console/.launcher.PlayActivity: pid=3245 uid=10016 gids={3002, 3001, 3003, 1015, 1023, 2001, 1028}
And yes it reliably crashes at the same point each time, what sound effect/graphic/resource are you trying to load/play at that point?
If you do an "adb logcat >logcat.txt" you can see what I see too, the spam starts as soon as the game crashes when the first ship tries to drop, I can't find any of your source in the .rar, so I am assuming when it tries to load/play sndDrop.wav is when it flies off into lala land.
Are you able to set a breakpoint around chasePlayer()? I followed the code and I don't see anything obviously wrong with chasePlayer() and the Enemy::update::STATE_CHASE case in your enemy update state machine.