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java - 当我的游戏应该重新启动时,我应该如何处理重置 SurfaceView 和 Thread?

转载 作者:行者123 更新时间:2023-11-30 11:49:10 26 4
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我是 Android 和游戏开发的新手,一直在尝试创建一个 pong 克隆来掌握一切。我有一个扩展 SurfaceView 的“PongView”类和一个扩展线程的“PongThread”。

我找到了一种方法来检测球或“炸弹”是否已经越过 Racket 并到达 Racket 后的墙壁。我不确定我的方法是否最好(欢迎提出意见),但它似乎有效,因为如果发生这种情况,我会收到一条显示游戏结束的 toast 消息。 现在我想设置它,以便在显示游戏结束的同时,重新启动 View (或任何更合适的术语),以便炸弹再次位于屏幕中央,用户可以玩另一个圆。

由于缺乏经验,我不确定我应该如何处理线程以及在 View 中调用哪些方法来实现此目的。

我尝试过几次尝试弄明白,但我不知道我是否在正确的轨道上,从我的代码中可能会很清楚我不知道我在做什么. (此刻我的线程停止了,我的表面只是卡在显示最后一帧)。欢迎任何建议!

PongView.java:(向下滚动到更新方法以转到我试图找出的部分)

package biz.hireholly.pirateponggame;

import android.content.Context;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.os.Handler;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
import android.view.SurfaceView;
import android.widget.Toast;


public class PongView extends SurfaceView implements Callback{

/*GLOBALS*/
private static final String TAG = PongView.class.getSimpleName();
private PongThread pongThread;
private Bomb bomb;
private Paddle paddleA;
private int viewWidth;
private int viewHeight;
Handler handler;
boolean gameOver;

public PongView(Context context) {


super(context);
// sets current class as the handler for the events happening on the surface
getHolder().addCallback(this);


//instantiate thread, pass the current holder and view so that the thread can access them
pongThread = new PongThread(getHolder(), this);

//make the GameView focusable so it can handle events
setFocusable(true);

handler = new Handler();
}

//CURRENTLY WHERE IM INITIALISING SPRITES
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {

//INITIALISE viewWidth and viewHeight here
//so that they can be passed as parameters
viewWidth = getWidth();
viewHeight = getHeight();


//NEW BOMB, INITIAL BITMAP
bomb = new Bomb(BitmapFactory.decodeResource(
getResources(), R.drawable.bombsprite),
getWidth() /2, getHeight() /2); //draws in middle
//bombs random starting direction
bomb.getSpeed().randomiseDirection();

//NEW PADDLE, INITIAL BITMAP
paddleA = new Paddle(BitmapFactory.decodeResource(
getResources(), R.drawable.paddlesprite),
getWidth() /2, getHeight() -(getHeight()/30) ); //middle bottom screen
}

@Override
public void surfaceCreated(SurfaceHolder holder) {
pongThread = new PongThread(getHolder(), this); //needed if user exits and returns
pongThread.setRunning(true);
//.start() == PongThread.run() except PongThread does all the work
pongThread.start();
}


@Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
while(retry){
try{
//tells thread to shut down and waits for it to finish. Clean shutdown
pongThread.setRunning(false);
pongThread.join();
retry = false;
} catch(InterruptedException e){
//try again shutting down the thread
}
}
}

@Override
public boolean onTouchEvent(MotionEvent event)
{
paddleA.onTouchEvents(event, viewWidth);

return true;
}


/**
* CHECKS FOR COLLISIONS, CALLS OBJECT UPDATE METHODS
*/
public void update(){

gameOver = false;

//CHECK IF NULL as objects aren't created till surface change
if(bomb != null && paddleA != null){

bomb.handlePaddleCollision(paddleA);
gameOver = bomb.handleWallCollision(viewWidth, viewHeight);

//object physics updates
bomb.update();
//paddleA.update();
}

//WHEN handleWallColision returns true, one player scored and its game over.
if( gameOver ){


//handler is needed as alerts and toasts can only be made in the ui thread,
handler.post(new Runnable(){
public void run(){
Toast.makeText(getContext(), "GAME OVER", Toast.LENGTH_LONG).show();
}
});

/*THIS IS WHERE I'M TRYING TO RESTART THE GAME*/
///////////////////////////////////////////////////////
//could maybe call surfaceDestroyed here instead?
boolean retry = true;
while(retry){
try{
//tells thread to shut down and waits for it to finish. Clean shutdown
pongThread.setRunning(false);
pongThread.join();
retry = false;
} catch(InterruptedException e){
//try again shutting down the thread
}
}

//copied from surfaceCreated
pongThread = new PongThread(getHolder(), this); //needed if user exits and returns
pongThread.setRunning(true);
//.start() == PongThread.run() except PongThread does all the work
pongThread.start();

////////////////////////////////////////////////////////
}
}

protected void render(Canvas canvas)
{
canvas.drawColor(Color.GREEN);
bomb.draw(canvas);
paddleA.draw(canvas);
}

}

PongThread.java:

package biz.hireholly.pirateponggame;

import android.graphics.Canvas;
import android.util.Log;
import android.view.SurfaceHolder;

public class PongThread extends Thread {

/*GLOBALS*/
private static final String TAG = PongThread.class.getSimpleName();
//desired frames per second
private final static int MAX_FPS = 30;
//maximum number of frames to be skipped if drawing took too long last cycle
private final static int MAX_FRAME_SKIPS = 5;
//cycle period (cycle = update,draw,if excess time sleep)
private final static int CYCLE_PERIOD = 1000 / MAX_FPS;
//Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
//the view that actually handles inputs and draws to the surface
private PongView pongView;
//flag to hold game state
private boolean running;

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

/**Takes PongView instance and surfaceHolder as parameters
* so that we can lock the surface when drawing.
* @param surfaceHolder
* @param pongView
*/
public PongThread(SurfaceHolder surfaceHolder, PongView pongView){
super();
this.surfaceHolder = surfaceHolder;
this.pongView = pongView;
}

@Override
public void run(){
//canvas is a surface bitmap onto which we can draw/edit its pixels
Canvas canvas;
Log.i(TAG, "Starting pong thread");

long beginTime =0; // time when cycle began
long timeDiff =0; // time it took for the cycle to execute
int sleepTime =0; // milliseconds to sleep (<0 if drawing behind schedule)
int framesSkipped =0; // number of frames skipped

while (running) {
canvas = null;
//try locking canvas, so only we can edit pixels on surface
try{
canvas = this.surfaceHolder.lockCanvas();
//sync so nothing else can modify while were using it
synchronized (surfaceHolder){
beginTime = System.currentTimeMillis();
framesSkipped = 0; //reset frame skips

//UPDATE game state
this.pongView.update();
//RENDER state to screen, draws the canvas on the view
this.pongView.render(canvas);

//calculate how long cycle took
timeDiff = System.currentTimeMillis() - beginTime;
//calculate potential sleep time
sleepTime = (int)(CYCLE_PERIOD - timeDiff);

//sleep for remaining cycle
if (sleepTime >0){
try{
//saves battery
Thread.sleep(sleepTime);
} catch (InterruptedException e){}
}

//if there's no leftover cycle time then we're running behind
while (sleepTime < 0
&& framesSkipped < MAX_FRAME_SKIPS){
//we need to catch up so we update without rendering
this.pongView.update();
sleepTime += CYCLE_PERIOD;
framesSkipped++;
}
}
} finally{
//in case of exception,
//surface is not left in an inconsistent state
if (canvas != null){
surfaceHolder.unlockCanvasAndPost(canvas);
}
}//end finally
}
}
}

最佳答案

可以说,如果您想“重启”线程,您有两种选择。要么每次都启动一个新线程游戏应该重新启动,要么构建您的初始线程以无限循环并等待通知它可以运行。像这样:

public void run() {

while(true) {
signal.wait();

// your previous run code here
}
}

在这种情况下,您首先启动线程,然后用 signal.notify() 向它发出信号以实际启动(信号必须是两个线程都可见的对象)。然后,当游戏结束时,线程将返回到对 wait 的调用。然后只需再次通知它,以便从头开始重新启动。

关于java - 当我的游戏应该重新启动时,我应该如何处理重置 SurfaceView 和 Thread?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8520782/

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