我有一个用Java编写的 Pong 游戏,我正在尝试将其移植到Android。 (这是我的第一款Android游戏;)。
在Java中,我使用了Timer
对象,它基本上更新了游戏值(球/桨位置),然后重新绘制了屏幕。
我正在尝试在Android中实现相同的功能,但我遇到了一些错误。
我的程序包含一个PongView
类,它是游戏的可视部分,以及一个PongDriverActivity
类,它使用PongView
作为视图。如果我有一个循环线程使PongView
无效,我会收到一个错误,因为该线程无法触及另一个线程上生成的视图。
我认为我需要做某种AsyncTask
,但我不确定如何循环。
有关实施此方法的最佳方法的任何建议吗?
答案 0 :(得分:1)
有很多方法可以做到这一点。 Android确实支持普通的Java Thread
对象,而可以使用它们。您可以搜索(SO)android game loop
,并可能找到很多示例。但是,如果你想尝试AsyncTask
,这里有一个示例实现:
public class PongView extends View {
public PongView(Context context) {
super(context);
}
public void setBallPosition(int x, int y) {
// relocate the ball graphic
}
}
然后,你的活动:
public class PongDriverActivity extends Activity implements OnSeekBarChangeListener {
private enum GameSpeed { SLOW, MEDIUM, FAST };
private PongView mGameView;
private PongDriverTask mWorker;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGameView = new PongView(this);
mWorker = new PongDriverTask(GameSpeed.MEDIUM);
// if you need to pass some data to the worker:
mWorker.execute("one", "two", "three");
// else, declare the AsyncTask's first generic param as Void, and do:
//mWorker.execute();
setContentView(mGameView);
}
// you would connect this up to a button, to allow the user to stop
public void onStopClicked(View sender) {
if (mWorker.isRunning()) {
mWorker.stopRunning();
}
}
// you could connect this up to a slider, to allow the user to control the paddle
public void onProgressChanged(SeekBar seekBar, int progress, boolean fromUser) {
// you may need to convert progress to a y-coordinate
mWorker.setPaddlePosition(progress);
}
然后(可能在PongDriverActivity.java里面,一个内部类):
private class PongDriverTask extends AsyncTask<String, Integer, Integer> {
private int mDelay;
private boolean mRunning = true;
private int mPaddleY = 0;
public PongDriverTask(GameSpeed speed) {
if (speed == GameSpeed.SLOW) {
mDelay = 100;
} else if (speed == GameSpeed.MEDIUM) {
mDelay = 50;
} else if (speed == GameSpeed.FAST) {
mDelay = 10;
}
}
public synchronized boolean isRunning() {
return mRunning;
}
public synchronized void stopRunning() {
mRunning = false;
}
public synchronized void setPaddlePosition(int y) {
mPaddleY = 0;
}
private synchronized int getPaddlePosition() {
return mPaddleY;
}
@Override
protected void onPostExecute(Integer score) {
super.onPostExecute(score);
// here you could show a UI that shows the final score
}
@Override
protected void onPreExecute() {
super.onPreExecute();
mGameView.setBallPosition(0, 0);
// here you could throw up some UI that shows just
// before the game really starts
}
@Override
protected void onProgressUpdate(Integer... params) {
super.onProgressUpdate(params);
// retrieve updated game coordinates from params
mGameView.setBallPosition(params[0], params[1]); // x,y
}
@Override
protected Integer doInBackground(String... args) {
// If you have some information to pass to the background worker,
// it would be passed in args[0], args[1], etc.
// It doesn't have to be String data. you could change the generic
// to take something other than String as the first param, in which
// case, doInBackground() would take a variable length list of that
// other data type.
int ballX = 0;
int ballY = 0;
int score = 0;
while (isRunning()) {
// use your game engine to recalculate the ball position
// on this background thread
int paddleY = getPaddlePosition();
ballX += 1;
ballY += 2;
score++;
// now, update the UI, which must happen on the UI thread
publishProgress(ballX, ballY);
try {
Thread.sleep(mDelay);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
return score;
}
}
任务的doInBackground()
方法将在后台线程上运行,因此您不能直接从那里修改UI。但是,我在上面覆盖的所有其他AsyncTask
方法都在UI线程上调用,因此可以安全地在其中任何一个中执行UI工作。
此代码假定拨片由搜索栏控制,您可以使Activity
成为更改侦听器。还有很多其他方法可以做到。
我刚刚实施了一个粗略的游戏停止机制,你可以连接到一个按钮。如果您想允许用户暂停和恢复,您可以搜索暂停/恢复线程的实现,这也适用于此处。例如:
How to Pause and Resume a Thread in Java from another Thread
See this writeup for some discussion of game loop speeds ...