Tugas Pertemuan 5 PPB
Nama: Aryaka Leorgi
NRP: 5025231117
Kelas: PPB (C)
Langkah 1: Membuat project
- Buka Android Studio. Di layar awal, klik tombol New Project.
- Pilih Empty Activity.
Langkah 2: Masukkan Gambar Dadu
- Download file image dice link
- Arahkan Mouse ke atas kiri setelah itu view > Tools Windows > Resource Manager.
- Click "+" > Import Drawables.
Langkah 3: Membuat Kode
MainActivity.kt
package com.example.diceroller
import android.os.Bundle
import androidx.activity.ComponentActivity
import androidx.activity.compose.setContent
import androidx.compose.foundation.Image
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.wrapContentSize
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.res.painterResource
import androidx.compose.ui.res.stringResource
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import com.example.diceroller.ui.theme.DiceRollerTheme
class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
DiceRollerTheme {
Surface(
modifier = Modifier.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
DiceRollerApp()
}
}
}
}
}
@Preview
@Composable
fun DiceRollerApp() {
DiceWithButtonAndImage(modifier = Modifier
.fillMaxSize()
.wrapContentSize(Alignment.Center)
)
}
@Composable
fun DiceWithButtonAndImage(modifier: Modifier = Modifier) {
var result by remember { mutableStateOf( 1) }
val imageResource = when(result) {
1 -> R.drawable.dice_1
2 -> R.drawable.dice_2
3 -> R.drawable.dice_3
4 -> R.drawable.dice_4
5 -> R.drawable.dice_5
else -> R.drawable.dice_6
}
Column(modifier = modifier, horizontalAlignment = Alignment.CenterHorizontally) {
Image(painter = painterResource(imageResource), contentDescription = result.toString())
Button(
onClick = { result = (1..6).random() },
) {
Text(text = stringResource(R.string.roll), fontSize = 24.sp)
}
}
}
Secara sederhana, aksi pengacakan dilakukan oleh perintah onClick = { result = (1..6).random() } di dalam tombol untuk menghasilkan angka acak 1 sampai 6 saat diklik. Angka acak tersebut kemudian digunakan oleh blok when(result) di dalam fungsi DiceWithButtonAndImage untuk secara otomatis mengganti gambar dadu di layar sesuai dengan angka yang didapat.
Strings.xml
<string name="roll">Roll</string>
Tambahkan baris diatas agar dapat memanggil fungsi Roll nya.
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