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android - 改变物体掉落的速度

转载 作者:行者123 更新时间:2023-11-30 00:21:05 27 4
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我正在创建一个 Android 游戏,但在增加分数时遇到了问题。

所以有 2 个物体,一个放在屏幕中间,一个物体落到屏幕底部。

当掉落的物体经过屏幕中间的物体时,它会添加一个点。

当我将下落物体的速度设置为 skullY += 5skullY += 10 时,一切正常并且分数被添加到分数中,但是如果我将速度更改为 skullY += 7skullY += 12 这样速度会更快,并且在通过时不会添加分数。

这是我目前遇到的问题。

这是我的 Activity 代码:

 //BOX AND SKULL X AND Y
private float boxX, boxY;
private float skullX, skullY;
private float skullX1, skullY1;

//BOX SKULL PICTURES
private ImageView box;
private ImageView skull, skull1;

@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_play_state);
decorView = getWindow().getDecorView();
decorView.setSystemUiVisibility(
View.SYSTEM_UI_FLAG_LAYOUT_STABLE
| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_FULLSCREEN
| View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY);

frame = (RelativeLayout) findViewById(R.id.frame);

txtTimer = (TextView) findViewById(R.id.txtTimer);
txtScore = (TextView) findViewById(R.id.txtScore);

box = (ImageView) findViewById(R.id.box);
skull = (ImageView) findViewById(R.id.skull);
skull1 = (ImageView) findViewById(R.id.skull1);

startCountDownTimer();
}

public void startTimer() {
timer = new Timer();
initializeTimerTask();
timer.schedule(timerTask, 100, 20);
}

public void stoptimertask() {
if (timer != null) {
timer.cancel();
timer = null;
}
}

public void initializeTimerTask() {
timerTask = new TimerTask() {
public void run() {
handler.post(new Runnable() {
public void run() {
goDownBoxAndSkull();
}
});
}
};
}


//FUNCTIONS FOR BOX AND SKULL TO GO DOWN
public void goDownBoxAndSkull() {

//SKULL FUNCTIONS
//SCORE CHECK TO SET NEW SPEED
if (scoreCount >= 0 && scoreCount < 5) {

skullY += 5;

if (skullY > frame.getHeight()) {
newXposition = (int) box.getX();

skullY = -150.0f;
skullX = newXposition;
}
if (skullX < 0) {
skullX = 0;
}
skull.setX(skullX);
skull.setY(skullY);
}

if (scoreCount >= 5 && scoreCount < 1000) {
skull1.setVisibility(View.VISIBLE);

skullY += 10;
skullY1 += 10;

if (skullY > frame.getHeight()) {
newXposition = (int) box.getX();

skullY = -150.0f;
skullX = newXposition;
}
if (skullX < 0) {
skullX = 0;
}

if (skullY1 > frame.getHeight()) {
newXposition = (int) box.getX();

skullY1 = -150.0f;
skullX1 = newXposition;
}
if (skullX1 < 0) {
skullX1 = 0;
}
skull.setX(skullX);
skull.setY(skullY);

skull1.setX(skullX1);
skull1.setY(skullY1);
}

//CHECK IF BOX PASSED SKULL TO ADD SCORE
if (skull.getY() == box.getY()) {
scoreCount++;
txtScore.setText("SCORE: " + String.valueOf(scoreCount));
}
if (skull1.getY() == box.getY()) {
scoreCount++;
txtScore.setText("SCORE: " + String.valueOf(scoreCount));
}



//BOX FUNCTIONS
if (tapped == true) {
boxX -= 5;
} else {
boxX += 5;
}

//BOX GOING TO LEFT
if (boxX < 0) {
boxX = 0;
}

//BOX GOING TO RIGHT
if (boxX > frame.getWidth() - box.getWidth())
{
boxX = frame.getWidth() - box.getWidth();
}
box.setX(boxX);
}

//COUNTDOWN TIMER TO START
public void startCountDownTimer()
{
new CountDownTimer(3000, 1000) {
public void onTick(long millisUntilFinished) {
txtTimer.setText("GAME WILL START IN \n" + millisUntilFinished / 1000);
}
public void onFinish() {
startTimer();

txtScore.setText("SCORE: " + String.valueOf(scoreCount));
txtTimer.setVisibility(View.GONE);
txtScore.setVisibility(View.VISIBLE);
box.setVisibility(View.VISIBLE);
skull.setVisibility(View.VISIBLE);

//SET RANDOM START POSITION FOR SKULL
newXposition = r.nextInt(frame.getWidth());
skullX = newXposition;
skull.setX(skullX);

//SET BOX IN THE MIDDLE
boxX = frame.getWidth() / 2;
boxY = frame.getHeight() / 2;
box.setX(boxX);
box.setY(boxY);
}
}.start();
}

最佳答案

代码很宽,但如果我理解你在这里添加一个分数:

if (skull.getY() == box.getY()) {
scoreCount++;
txtScore.setText("SCORE: " + String.valueOf(scoreCount));
}
if (skull1.getY() == box.getY()) {
scoreCount++;
txtScore.setText("SCORE: " + String.valueOf(scoreCount));
}

在第一种情况下,您使用增量,因此每个都是框位置的倍数,因此 ==条件满足。

在第二种情况下,它们不是倍数,这可能导致条件永远不会满足。

只需做这样的事情来解决:

if (skull.getY() >= box.getY() && skull.scoreCounted == false) {
skull.scoreCounted = true;
scoreCount++;
txtScore.setText("SCORE: " + String.valueOf(scoreCount));
}
if (skull1.getY() >= box.getY() && skull1.scoreCounted == false) {
skull.scoreCounted = true;
scoreCount++;
txtScore.setText("SCORE: " + String.valueOf(scoreCount));
}

编辑:假设您有一个 skull.scoreCounted公共(public) bool 标志,您可以使用它来了解是否已考虑该框的点。

代码有点不清楚,我不能说比较应该是 >==< .

顺便说一下,我不建议以这种方式创建游戏,因为我认为它效率低下且不舒服,而且非常糟糕。

如果您对 Android 游戏开发感兴趣,请查看一些临时框架,例如 LibGDX

关于android - 改变物体掉落的速度,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/46265868/

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