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java - 如何为 Android Wear 应用创建游戏循环

转载 作者:行者123 更新时间:2023-12-02 04:03:59 27 4
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我想做的是制作一个适用于 Android Wear 的游戏 Simon 版本。我不想使用 libgdx,但如果我别无选择,我可以使用。

游戏的工作方式是,计算机向玩家显示按钮序列,然后玩家重复该序列。除了我似乎无法为播放器制作序列动画之外,我一切都工作正常。

我拥有的是一个随机数生成器。使用生成的数字,我想暂时更改按钮背景的颜色,然后再改回来。我将其循环一定次数。我尝试过 SystemClock.sleep(500),但它只是在显示应用程序之前运行循环。

主要问题是,所有事情都必须在 onLayoutInflated 内完成,因为 Wear 必须在圆脸和方脸之间进行选择。据我所知,这必须在 onCreate 方法中完成。

有谁知道如何为 Android Wear 执行某种游戏循环和/或动画序列。

附注修复后我会立即附加我的代码。我已经摆弄了很多次了。

package com.happypantzinc.memory;

import android.app.Activity;
import android.graphics.Color;
import android.graphics.Point;
import android.graphics.PorterDuff;
import android.os.Bundle;
import android.os.Handler;
import android.os.SystemClock;
import android.support.wearable.view.WatchViewStub;
import android.view.Display;
import android.view.MotionEvent;
import android.view.View;
import android.view.animation.AnimationUtils;
import android.widget.ImageButton;

import java.util.ArrayList;
import java.util.Random;

public class MainActivity extends Activity {

private ImageButton mOverlay, mTopLeft, mTopRight, mBotLeft, mBotRight;
private Boolean isPlayerTurn = false;
private Boolean isRunning = false;
private Random random = new Random();
private int level = 10;
private ArrayList<Integer> compSeq;
private ArrayList<Integer> playSeq;

private float screenW, screenH;

//setup colors
final int RED_UP = Color.rgb(180, 0, 0);
final int RED_DOWN = Color.rgb(255, 77, 0);
final int GREEN_UP = Color.rgb(0, 180, 0);
final int GREEN_DOWN = Color.rgb(0, 255, 77);
final int BLUE_UP = Color.rgb(0, 0, 180);
final int BLUE_DOWN = Color.rgb(0, 77, 255);
final int YELLOW_UP = Color.rgb(180, 180, 0);
final int YELLOW_DOWN = Color.rgb(255, 255, 0);

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

compSeq = new ArrayList<Integer>();
playSeq = new ArrayList<Integer>();

setContentView(R.layout.activity_main);
final WatchViewStub stub = (WatchViewStub) findViewById(R.id.watch_view_stub);
stub.setOnLayoutInflatedListener(new WatchViewStub.OnLayoutInflatedListener() {
@Override
public void onLayoutInflated(WatchViewStub stub) {
mOverlay = (ImageButton) stub.findViewById(R.id.overlay);
mTopLeft = (ImageButton) stub.findViewById(R.id.topLeft);
mTopRight = (ImageButton) stub.findViewById(R.id.topRight);
mBotLeft = (ImageButton) stub.findViewById(R.id.botLeft);
mBotRight = (ImageButton) stub.findViewById(R.id.botRight);

setupButtons();

setupButtonActions(mTopLeft, GREEN_UP, GREEN_DOWN);
setupButtonActions(mTopRight, RED_UP, RED_DOWN);
setupButtonActions(mBotLeft, YELLOW_UP, YELLOW_DOWN);
setupButtonActions(mBotRight, BLUE_UP, BLUE_DOWN);

mOverlay.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
isRunning = true;
mOverlay.setClickable(false);
mOverlay.setVisibility(View.GONE);

gameLoop();
}
});

}
});

//get screen size
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();

display.getSize(size);
screenW = size.x;
screenH = size.y;
}

private void gameLoop() {
while(isRunning) {
//Computer turn
while (compSeq.size() < level) {
int val = random.nextInt(4);

if (!mOverlay.isShown()) {
//Computer shows sequence
switch (val) {
case 0:
mTopLeft.getBackground().setColorFilter(GREEN_DOWN, PorterDuff.Mode.MULTIPLY);
System.out.println(val);
SystemClock.sleep(500);
mTopLeft.getBackground().setColorFilter(GREEN_UP, PorterDuff.Mode.MULTIPLY);
break;
case 1:
mTopRight.getBackground().setColorFilter(RED_DOWN, PorterDuff.Mode.MULTIPLY);
System.out.println(val);
SystemClock.sleep(500);
mTopRight.getBackground().setColorFilter(RED_UP, PorterDuff.Mode.MULTIPLY);
break;
case 2:
mBotLeft.getBackground().setColorFilter(YELLOW_DOWN, PorterDuff.Mode.MULTIPLY);
System.out.println(val);
SystemClock.sleep(500);
mBotLeft.getBackground().setColorFilter(YELLOW_UP, PorterDuff.Mode.MULTIPLY);
break;
case 3:
mBotRight.getBackground().setColorFilter(BLUE_DOWN, PorterDuff.Mode.MULTIPLY);
System.out.println(val);
SystemClock.sleep(500);
mBotRight.getBackground().setColorFilter(BLUE_UP, PorterDuff.Mode.MULTIPLY);
break;
default:
break;
}
compSeq.add(val);
SystemClock.sleep(300);
}
}
isPlayerTurn = true;

while (playSeq.size() < level) {
//Check for correct input
if (playSeq.size() > 0 && (playSeq.get(playSeq.size()-1) != compSeq.get(playSeq.size()-1))) {
isRunning = false;
break;
}
}
playSeq.clear();
compSeq.clear();
isPlayerTurn = false;
}
}

private void setupButtons() {
//set width and height of buttons
android.view.ViewGroup.LayoutParams params;

params = mOverlay.getLayoutParams();
params.height = (int) screenH;
params.width = (int) screenW;
mOverlay.setLayoutParams(params);

params = mTopLeft.getLayoutParams();
params.height = (int)(screenH/2);
params.width = (int)(screenW/2);
mTopLeft.setLayoutParams(params);

params = mTopRight.getLayoutParams();
params.height = (int)(screenH/2);
params.width = (int)(screenW/2);
mTopRight.setLayoutParams(params);

params = mBotLeft.getLayoutParams();
params.height = (int)(screenH/2);
params.width = (int)(screenW/2);
mBotLeft.setLayoutParams(params);

params = mBotRight.getLayoutParams();
params.height = (int)(screenH/2);
params.width = (int)(screenW/2);
mBotRight.setLayoutParams(params);

//set position of buttons
mOverlay.setX(0);
mOverlay.setY(0);

mTopLeft.setX(0);
mTopLeft.setY(0);

mTopRight.setX(screenW / 2);
mTopRight.setY(0);

mBotLeft.setX(0);
mBotLeft.setY(screenH / 2);

mBotRight.setX(screenW / 2);
mBotRight.setY(screenH / 2);

//set initial background tints
mTopLeft.getBackground().setColorFilter(GREEN_UP, PorterDuff.Mode.MULTIPLY);
mTopRight.getBackground().setColorFilter(RED_UP, PorterDuff.Mode.MULTIPLY);
mBotLeft.getBackground().setColorFilter(YELLOW_UP, PorterDuff.Mode.MULTIPLY);
mBotRight.getBackground().setColorFilter(BLUE_UP, PorterDuff.Mode.MULTIPLY);
}

private void setupButtonActions(final ImageButton button, final int tint_up, final int tint_down) {
//create button listeners and tints
button.setOnTouchListener(new View.OnTouchListener() {
@Override
public boolean onTouch(View v, MotionEvent event) {

if (isPlayerTurn) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
button.getBackground().setColorFilter(tint_down, PorterDuff.Mode.MULTIPLY);
} else if (event.getAction() == MotionEvent.ACTION_UP) {
button.getBackground().setColorFilter(tint_up, PorterDuff.Mode.MULTIPLY);
}

//Enter correct sequence value
int val = 4;

if (button == mTopLeft) {
val = 0;
} else if (button == mTopRight) {
val = 1;
} else if (button == mBotLeft) {
val = 2;
} else if (button == mBotRight) {
val = 3;
}

playSeq.add(val);
}

return false;
}
});
}
}

最佳答案

您不应该使用 SystemClock.sleep(),因为您会阻塞 UI 线程。这可能是动画在显示 Activity 之前完成的原因( Activity 在 onCreate() 完成之前不会显示)。这也可能导致著名的 ANR 对话框。

您可以稍后使用处理程序来完成工作,而不会阻塞 UI 线程:

private Handler mHandler;
private int

@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mHandler = new Handler();
mHandler.postDelayed(new Runnable() {
@Override
public void run() {
computerTurnDown();
}
}, 500); //Delay time in ms
...
}

private void computerTurnDown(){
final int val = random.nextInt(4);

if (!mOverlay.isShown()) {
//Computer shows sequence
switch (val) {
case 0:
mTopLeft.getBackground().setColorFilter(GREEN_DOWN, PorterDuff.Mode.MULTIPLY);
System.out.println(val);
break;
case 1:
mTopRight.getBackground().setColorFilter(RED_DOWN, PorterDuff.Mode.MULTIPLY);
System.out.println(val);
break;
case 2:
mBotLeft.getBackground().setColorFilter(YELLOW_DOWN, PorterDuff.Mode.MULTIPLY);
System.out.println(val);
break;
case 3:
mBotRight.getBackground().setColorFilter(BLUE_DOWN, PorterDuff.Mode.MULTIPLY);
System.out.println(val);
break;
default:
break;
}
mHandler.postDelayed(new Runnable() {
@Override
public void run() {
computerTurnUp(val);
}
}, 500);
}

private void computerTurnUp(){
switch (val) {
case 0:
mTopLeft.getBackground().setColorFilter(GREEN_UP, PorterDuff.Mode.MULTIPLY);
break;
case 1:
mTopRight.getBackground().setColorFilter(RED_UP, PorterDuff.Mode.MULTIPLY);
break;
case 2:
mBotLeft.getBackground().setColorFilter(YELLOW_UP, PorterDuff.Mode.MULTIPLY);
break;
case 3:
mBotRight.getBackground().setColorFilter(BLUE_UP, PorterDuff.Mode.MULTIPLY);
break;
default:
break;
}
compSeq.add(val);
if (compSeq.size() < level){
mHandler.postDelayed(new Runnable() {
@Override
public void run() {
computerTurnDown();
}
}, 300);
}else{
isPlayerTurn = true;
}

}

每当你想做一些工作时延迟使用mHandler.postDelayed()并将代码放入 run() 方法中。

要检查用户应该在按钮监听器中完成,因为当前“while (playSeq.size() < level)”的方式会阻塞线程。

private void setupButtonActions(final ImageButton button, final int tint_up, final int tint_down) {
//create button listeners and tints
button.setOnTouchListener(new View.OnTouchListener() {
@Override
public boolean onTouch(View v, MotionEvent event) {

if (isPlayerTurn) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
button.getBackground().setColorFilter(tint_down, PorterDuff.Mode.MULTIPLY);
} else if (event.getAction() == MotionEvent.ACTION_UP) {
button.getBackground().setColorFilter(tint_up, PorterDuff.Mode.MULTIPLY);
}

//Enter correct sequence value
int val = 4;

if (button == mTopLeft) {
val = 0;
} else if (button == mTopRight) {
val = 1;
} else if (button == mBotLeft) {
val = 2;
} else if (button == mBotRight) {
val = 3;
}

playSeq.add(val);
if(playSeq.size() < level) {
//Check for correct input
if (playSeq.size() > 0 && (playSeq.get(playSeq.size()-1) != compSeq.get(playSeq.size()-1))) {
isRunning = false;
isPlayerTurn = false;
}

}else{
playSeq.clear();
compSeq.clear();
isPlayerTurn = false;
onComputerDown();
}

}

return false;
}
});

关于java - 如何为 Android Wear 应用创建游戏循环,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34561024/

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