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android - 使用 Canvas 在游戏中显示对话框

转载 作者:塔克拉玛干 更新时间:2023-11-03 00:31:44 25 4
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在发现开始一个新的 intent 可能不是通知用户 GameOver 的正确方式后,我现在正在为 runOnUiThread、Runnable 和对话框而苦苦挣扎..

问题:我将如何以及在何处实现 Dialog.show() 来通知用户游戏已结束?在我的日志中,一切正常(所以我设法在游戏结束时收到消息)。在某些时候,boolean GameManger.LevelEnded 切换为 true。当发生这种情况时,我想显示对话框..

我试验过 runOnUiThread、Runnable 和 Async 线程。想不通。

我有一个游戏。 Activity AppelzActivity:

public class AppelzActivity extends Activity {
/** Called when the activity is first created. */

private static final String TAG = AppelzActivity.class.getSimpleName();

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(null);

// requesting to turn the title OFF
requestWindowFeature(Window.FEATURE_NO_TITLE);
// making it full screen
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
// set our MainGamePanel as the View
setContentView(new MainGamePanel(this));
Log.d(TAG, "View added");
}
}

我的 MainGamePanel 类:

public class MainGamePanel extends SurfaceView implements
SurfaceHolder.Callback {

// DECLARING VARS (REMOVED FOR READABILITY)

public MainGamePanel(Context context) {
super(context);
getHolder().addCallback(this);
Display display = ((WindowManager) getContext().getSystemService(Context.WINDOW_SERVICE))
.getDefaultDisplay();
GameManager.panel = this;

width = display.getWidth();
height = display.getHeight();
RectScreen.set(0,0,width,height);

// CREATING CONTROLS, MISSION AND VISIBLE OBJECTS (REMOVED FOR READABILITY)

thread = new MainThread(getHolder(), this);
setFocusable(true);
}

@Override
public void surfaceCreated(SurfaceHolder holder) {
thread.setRunning(true);
}

// HANDELING ON TOUCH EVENTS AND SUCH (REMOVED FOR READABILITY)


@Override
protected void onDraw(Canvas canvas) {
// fills the canvas with black
canvas.drawColor(Color.BLACK);
backGnd.draw(canvas);

basket.draw(canvas);
for (int i = 0; i < AppleList.size();i++){
AppleList.get(i).draw(canvas);
}
btnMoreFruit.draw(canvas);
btnLessFruit.draw(canvas);

if (GameManager.count){

glyphsCount.drawString(MainThread.canvas, Integer.toString(GameManager.i), (width/2-120), (height/2-120));

}

}
}

最后是 MainThread 类:

public class MainThread extends Thread {

private static final String TAG = MainThread.class.getSimpleName();

private SurfaceHolder surfaceHolder;
private MainGamePanel gamePanel;
private DialogManager dialogManager;
public static boolean running;
public static Canvas canvas;

public void setRunning(boolean running) {
MainThread.running = running;
}

public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
super();
this.surfaceHolder = surfaceHolder;
this.gamePanel = gamePanel;
this.dialogManager = dialogManager;
}

@Override
public void run() {
// Canvas canvas;
Log.d(TAG, "Starting game loop");
while (running) {
MainThread.canvas = null;
// try locking the canvas for exclusive pixel editing on the surface

try {
MainThread.canvas = this.surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
// update game state
this.gamePanel.update();

// render state to the screen
// draws the canvas on the panel
this.gamePanel.onDraw(MainThread.canvas);

}
} finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (MainThread.canvas != null) {
surfaceHolder.unlockCanvasAndPost(MainThread.canvas);
}
} // end finally
}
}
}

Basket.java - 这是游戏中的一个对象。如您所见,如果它处于某个位置,我将开始倒计时:

public class basket {

private Bitmap bitmap; // the actual bitmap
private int x; // the X coordinate
private int y; // the Y coordinate'
public static int width;
public static int height;
public float X = 100;
public float Y = 100;

private boolean touched; // if droid is touched/picked up

public basket(Bitmap bitmap, int x, int y) {
this.bitmap = bitmap;

width = bitmap.getWidth();
height = bitmap.getHeight();
}

public Bitmap getBitmap() {
return bitmap;
}
public void setBitmap(Bitmap bitmap) {
this.bitmap = bitmap;
}

public int getWidth(){
return bitmap.getWidth();
}

public int getHeight(){
return bitmap.getHeight();
}

public int getX() {
return x;
}



public void setX(float x) {

// if basket is further than slotmargin
if (x + width/2 > SlotManager.SlotmarginX) {
// if basket is NOT in CheckOut area
if (this.Y < MainGamePanel.height - 80 - height/2){
x = SlotManager.SlotmarginX - width/2;

} else {
// if basket IS in CheckOut area
x = MainGamePanel.width - width/2;

// Start the countdown timer if not already running
if (!GameManager.count){
GameManager.count=true;
// --- HERE I START COUNTDOWN
GameManager.handler.postDelayed(GameManager.runnable, 0);
}

}
} else {

// Basket is NOT in CheckOut area; stop countdown timer
GameManager.count=false;
}

this.X = x;
}


public int getY() {
return y;
}
public void setY(int y) {
if (y + height/2 > MainGamePanel.height - 80){
y = MainGamePanel.height - 80 - height/2;
}


this.Y = y;
}


public boolean isTouched() {
return touched;
}

public void setTouched(boolean touched) {
this.touched = touched;
}

public void draw(Canvas canvas) {
canvas.drawBitmap(bitmap, X - width/2, Y - height/2, null);
}

public void handleActionDown(int eventX, int eventY) {
if (eventX >= (X - width/ 2) && (eventX <= (X + width/2))) {
if (eventY >= (Y - height/ 2) && (eventY <= (Y + height/ 2))) {
// basket touched
setTouched(true);
} else {
setTouched(false);
}
} else {
setTouched(false);
}

}
}

GameManager 中的 CountDown 是:

        @Override
public void run()
{
if (SlotManager.alSlottedFruitList.size() > 0){
//TODO Create Full screen countdown timer
Log.d("", "Countdown Timer in GameManager " + i);

i--;
if (count && i > -1) // stop timer when count is false
{
handler.postDelayed(runnable, 1000);
} else {
if (i == -1){
Log.d("", "RoundUp the Level");

// --- HERE I WANT TO DO A LEVEL END AND SHOW THE DIALOG

}
// reset Countdown (if basket outside checkout)
i = 6;
}
} else {
// reset Countdown (if slot has no fruits)
i = 6;
}
}
};

public static void startCountDown() {
handler.postDelayed(GameManager.runnable, 0);
}

public static void finishRound() {
listener.onRoundFinished();
}



public static List<Integer> missionlist;

public static void CreateMission(){
int maxtotalitems = 6;
missionlist = new ArrayList<Integer>();
Random Rnd = new Random();

for (int FruitType = 0; FruitType < FruitManager.fruitResources.size();FruitType++){
for (int x = 0; x < Rnd.nextInt(maxtotalitems); x++){
missionlist.add(FruitType);
}}

// --- HERE I WANT TO SHOW A DIALOG CONTAINING THE MISSION


for (int x = 0; x < FruitManager.fruitResources.size();x++){
Log.d("MISSION", "Mission for " + x + " : " + Collections.frequency(missionlist, x));
}

// Let's show the Dialog containing the mission

}

public void LevelEnd(){
// First, count the Fruits in the slot
SlotManager.countSlotInv();
List<Integer> list = new ArrayList<Integer>();
// Fill itemIds with the types of fruits
for (apple a : SlotManager.alSlottedFruitList){
Integer itemId = Integer.valueOf(a.FruitType);
list.add(itemId);
}


for (int key = 0; key < 3 ; key++) {
boolean succeed = CheckMissionComplete(key, Collections.frequency(list, key));

System.out.println(key + " : " + Collections.frequency(list, key));
Log.d("MISSION", "Number : " + key + " : succeed = " + succeed );
}
listener.onRoundFinished();
}

public boolean CheckMissionComplete(int key, int amount) {

//CheckMission
if (amount == Collections.frequency(missionlist, key)){
return true;
} else {
return false;
}
}

public GameManager(GameListener listener) {
this.listener = listener;
}





}

最佳答案

我觉得,最简单的方法就是通过listeners引入回调机制。为此,添加一个监听器接口(interface)(例如,GameListener.java),保留对此接口(interface)实例的引用并在类中调用其方法,所有游戏逻辑都出现在类中(比方说 Game.java).然后,让您的 AppelzActivity 实现此接口(interface)并在调用适当的回调时显示对话框:

GameListener.java:

public interface GameListener {
/**
* ...
* NOTE: may be called on any thread
*/
public void onRoundFinished();
...
}

Game.java:

public class Game {
private GameListener listener;

public Game(GameListener listener) {
this.listener = listener;
}

...

//Let's say, round finishes here
public void finishRound() {
...

listener.onRoundFinished();
}
}

AppelzActivity.java:

public class AppelzActivity extends Activity implements GameListener {

private static final int DLG_ROUND_FINISHED = 1;

...

@Override
public void onRoundFinished() {
runOnUiThread(new Runnable() {
@Override
public void run() {
showDialog(DLG_ROUND_FINISHED);
}
});
}

@Override
protected Dialog onCreateDialog(int id) {
Dialog dialog = null;
switch (id) {
case DLG_ROUND_FINISHED:
AlertDialog.Builder builder = new AlertDialog.Builder(this);

... // init your dialog here

dialog = builder.create();
break;
}
return dialog;
}
}

关于android - 使用 Canvas 在游戏中显示对话框,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10268422/

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