嗨我做了一个小形状的游戏,我的if语句开始失控,所以我做了一个更简单的测试场景游戏,试图简化代码,但我没有像java和android那样有经验的id喜欢,所以在尝试了一些我认为id的问题之后问问题,如何让这段代码更小? 目前我正在使用onTouchListeners和onDragListeners来获得一些形状,atm 3个彩色形状和3个空白'空形状',当它们通过将一个放在另一个上面而连接时,空形状变得有色......非常简单。但需要大量的代码才能得到我所拥有的
@Override
public boolean onTouch(View v, MotionEvent e) {
if (e.getAction() == MotionEvent.ACTION_DOWN) {
DragShadowBuilder shadowBuilder = new View.DragShadowBuilder(v);
v.startDrag(null, shadowBuilder, v, 0);
sp.play(dragSound, 1, 1, 0, 0, 1);
return true;
} else {
return false;
}
}
//WHEN DRAGGED AND DROPPED
@Override
public boolean onDrag(View v, DragEvent e) {
if (e.getAction()==DragEvent.ACTION_DROP) {
View view = (View) e.getLocalState();
//IF THEY MATCH
if(view.getId()==R.id.squareImage && v.getId()==R.id.squareImage1)
{
ViewGroup from = (ViewGroup) view.getParent();
ViewGroup to = (ViewGroup) findViewById(R.id.layout2);
View congrats = findViewById(R.id.top_layout);
ViewGroup two = (ViewGroup) findViewById(R.id.layout3);
from.removeView(view);
v.setBackgroundResource(R.drawable.dragsquare);
sp.play(dropSound, 1, 1, 0, 0, 1);
sb.setVisibility(View.VISIBLE);
imageView = (ImageView)findViewById(R.id.imageView);
imageView.setVisibility(View.VISIBLE);
if (to.getChildCount()< 1 && two.getChildCount()< 1)
{
congrats.setVisibility(View.VISIBLE);
imageView.setBackgroundResource(R.drawable.congrats);
sun=(AnimationDrawable)imageView.getBackground();
sun.start();
sp.play(tada, 1, 1, 0, 0, 1);
congrats.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
View congrats
(RelativeLayout)findViewById(R.id.top_layout);
congrats.setVisibility(View.INVISIBLE);
}
});
}
//2 square balloons floating
sb = (ImageView)findViewById(R.id.squareballoon);
sb.setVisibility(View.VISIBLE);
sb2 = (ImageView)findViewById(R.id.squareballoon2);
sb2.setVisibility(View.VISIBLE);
sp.play(inflate, 1, 1, 0, 0, 1);
ObjectAnimator sqbalAnim3=
ObjectAnimator.ofFloat(sb2,"x",-500,500);
sqbalAnim3.setDuration(700);
sqbalAnim3.setRepeatCount(20);
sqbalAnim3.setRepeatMode(ValueAnimator.REVERSE);
ObjectAnimator sqbalAnim =
ObjectAnimator.ofFloat(sb2,"y",1800,-1800);
sqbalAnim.setDuration(3000);
sqbalAnim.setRepeatMode(ValueAnimator.RESTART);
AnimatorSet animSetXY = new AnimatorSet();
animSetXY.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
sb2.setVisibility(View.GONE);
}
});
animSetXY.playTogether(sqbalAnim, sqbalAnim3);
animSetXY.setStartDelay(20);
animSetXY.start();
ObjectAnimator sqbal2Anim =
ObjectAnimator.ofFloat(findViewById(R.id.squareballoon2),"y",-450);
sqbal2Anim.setDuration(3000);
sqbal2Anim.setRepeatMode(ValueAnimator.RESTART);
ObjectAnimator sqbalAnim4 =
ObjectAnimator.ofFloat(findViewById(R.id.squareballoon2),"x",650,750);
sqbalAnim4.setStartDelay(20);
sqbalAnim4.setDuration(300);
sqbalAnim4.setRepeatCount(6);
sqbalAnim4.setRepeatMode(ValueAnimator.REVERSE);
AnimatorSet animSetXY2 = new AnimatorSet();
animSetXY2.playTogether(sqbal2Anim,sqbalAnim4);
animSetXY2.start();
return true;}
//end of square balloons
else if(view.getId()==R.id.circleImage &&
v.getId()==R.id.circleImage1){
ViewGroup from = (ViewGroup) view.getParent();
ViewGroup to = (ViewGroup) findViewById(R.id.layout2);
View congrats = findViewById(R.id.top_layout);
from.removeView(view);
v.setBackgroundResource(R.drawable.dragcircle);
sp.play(dropSound, 1, 1, 0, 0, 1);
cb = (ImageView)findViewById(R.id.circleballoon);
cb.setVisibility(View.VISIBLE);
imageView.setVisibility(View.VISIBLE);
ViewGroup two = (ViewGroup) findViewById(R.id.layout3);
if (to.getChildCount()< 1 && two.getChildCount()< 1)
{
congrats.setVisibility(View.VISIBLE);
imageView.setBackgroundResource(R.drawable.congrats);
sun=(AnimationDrawable)imageView.getBackground();
sun.start();
sp.play(tada, 1, 1, 0, 0, 1);
congrats.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
View congrats
(RelativeLayout)findViewById(R.id.top_layout);
congrats.setVisibility(View.INVISIBLE);
}
});
}
//circle balloons floating
cb = (ImageView)findViewById(R.id.circleballoon);
cb.setVisibility(View.VISIBLE);
cb2 = (ImageView)findViewById(R.id.circleballoon2);
cb2.setVisibility(View.VISIBLE);
sp.play(inflate, 1, 1, 0, 0, 1);
ObjectAnimator sqbalAnim3 =
ObjectAnimator.ofFloat(cb,"x",-500,500);
sqbalAnim3.setDuration(700);
sqbalAnim3.setRepeatCount(20);
sqbalAnim3.setRepeatMode(ValueAnimator.REVERSE);
ObjectAnimator sqbalAnim =
ObjectAnimator.ofFloat(cb,"y",1800,-1800);
sqbalAnim.setDuration(3000);
sqbalAnim.setRepeatMode(ValueAnimator.RESTART);
AnimatorSet animSetXY = new AnimatorSet();
animSetXY.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
cb.setVisibility(View.GONE);
}
});
animSetXY.playTogether(sqbalAnim, sqbalAnim3);
animSetXY.setStartDelay(20);
animSetXY.start();
ObjectAnimator sqbal2Anim =
ObjectAnimator.ofFloat(findViewById(R.id.squareballoon2),"y",-450);
sqbal2Anim.setDuration(3000);
sqbal2Anim.setRepeatMode(ValueAnimator.RESTART);
ObjectAnimator sqbalAnim4 =
ObjectAnimator.ofFloat(findViewById(R.id.squareballoon2),"x",650,750);
sqbalAnim4.setStartDelay(20);
sqbalAnim4.setDuration(300);
sqbalAnim4.setRepeatCount(6);
sqbalAnim4.setRepeatMode(ValueAnimator.REVERSE);
AnimatorSet animSetXY2 = new AnimatorSet();
animSetXY2.playTogether(sqbal2Anim,sqbalAnim4);
animSetXY2.start();
return true;}
} else if(view.getId()==R.id.triangleImage &&
v.getId()==R.id.triangleImage1){
ViewGroup from = (ViewGroup) view.getParent();
ViewGroup to = (ViewGroup) findViewById(R.id.layout2);
View congrats = findViewById(R.id.top_layout);
from.removeView(view);
v.setBackgroundResource(R.drawable.dragtriangle);
sp.play(dropSound, 1, 1, 0, 0, 1);
tb = (ImageView)findViewById(R.id.triballoon);
tb.setVisibility(View.VISIBLE);
imageView.setVisibility(View.VISIBLE);
ViewGroup two = (ViewGroup) findViewById(R.id.layout3);
if (to.getChildCount()< 1 && two.getChildCount()< 1)
{
congrats.setVisibility(View.VISIBLE);
imageView.setBackgroundResource(R.drawable.congrats);
sun=(AnimationDrawable)imageView.getBackground();
sun.start();
sp.play(tada, 1, 1, 0, 0, 1);
congrats.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
View congrats = findViewById(R.id.top_layout);
congrats.setVisibility(View.INVISIBLE);
}
});
}
AnimatorSet sunSet = (AnimatorSet)
AnimatorInflater.loadAnimator(this, R.animator.float1);
sunSet.setTarget(tb);
sunSet.start();
tb = (ImageView)findViewById(R.id.triballoon);
AnimatorSet sunnySet = (AnimatorSet)
AnimatorInflater.loadAnimator(this, R.animator.float2);
sunnySet.setTarget(tb);
sunnySet.start();
ImageView tb2 = (ImageView)findViewById(R.id.triballoon2);
tb2.setVisibility(View.VISIBLE);
AnimatorSet sunSet1 = (AnimatorSet)
AnimatorInflater.loadAnimator(this, R.animator.float3);
sunSet1.setTarget(tb2);
sunSet1.start();
tb2 = (ImageView)findViewById(R.id.triballoon2);
tb2.setVisibility(View.VISIBLE);
AnimatorSet sunnySet1 = (AnimatorSet)
AnimatorInflater.loadAnimator(this, R.animator.float2);
sunnySet1.setTarget(tb);
sunnySet1.start();
sp.play(inflate, 1, 1, 0, 0, 1);
return true;
这是我原来我想知道的是,有没有办法使用OR运算符将它们全部放在同一个语句中但仍为每个形状提供不同的结果
@Override
public boolean onDrag(View v, DragEvent e) {
if (e.getAction() == DragEvent.ACTION_DROP) {
View view = (View) e.getLocalState();
//IF THEY MATCH
if (view.getId() == R.id.squareshape && v.getId() ==
R.id.emptysquare || view.getId() == R.id.circleshape && v.getId() ==
R.id.emptycircle|| view.getId() == R.id.trishape && v.getId() ==
R.id.emptytri ) {
//view.getId().(v.getId()); view.setBackgroundResource(v)
mt_sq.setImageResource(R.drawable.dragsquare);
}else{
//do nothing
}
}
return true;
}
中间的评论是我想要实现的目标//view.getId()。(v.getId()); view.setBackgroundResource(v)但很明显,这给了我错误,任何人都可以提供解决方案,或者我只需要保持原始卡车运输?任何和所有建议欢迎
答案 0 :(得分:0)
在另一个SE网站上提出了类似的问题,其核心问题与您的问题非常相似 - 一般来说,避免游戏编程/软件开发中的臃肿。我可以找到here的答案,但您应该阅读下面修改后的答案,因为它的格式是一般性地解决您的问题。
为什么if
陈述邪恶 :
Groo几年前在StackOverflow线程中发布了一个很棒的答案,您可以找到 here ,这可以归结为可读性和未来的证明是一个if语句的敌人。
这并不是说你应该总是避免if语句!它们有简单的一次性检查用途。
编写干净的游戏代码:
想象一下,我们有一个语句,它绘制一个sprite我们的渲染函数:
if (powerUpActive){
draw(shieldSprite);
}
经过几周的开发,渲染功能变得臃肿且难以遍历。要解决这个问题,我们应该在类PowerUp中的函数内部移动上述逻辑(以及所有类似的逻辑),如下所示:
class PowerUps {
public void Check() {
if (powerUpActive){
draw(shieldSprite);
}
}
}
然后致电
powerUp.Check;
来自渲染。
为了将来证明这一点,我甚至还会将powerUpActive更改为类似Shield类的内容,在类PowerUp中,然后使用shield.enable()检查它的活动,如下所示:
class PowerUps {
class Shield {
private boolean active = false;
public void enable() {
active = true;
}
public void disable() {
active = false;
}
}
public void Check() {
if (shield.active){
draw(shieldSprite);
}
}
}
这个目的是双重的 - 您可以通过调用powerUp.shield.enable()并绘制它来轻松启用/禁用游戏事件中的加电,而不必担心关于回溯的太多了。
对于一个屏蔽电源来说,这看起来似乎很多工作,但这是一个面向未来的问题,可以节省你自己的工作时间,以及稍后的努力工作,当你最终想要扩展时。
想一想你的渲染功能看起来多么漂亮!如果您破坏了某些东西,那么扩展您的游戏并不用担心是多么容易!我不了解你,但我已经很兴奋了! :3
NB :我提供的示例只是为了阐述一点。在现实世界中,您可能希望更积极地使用继承并进行更多组织,例如在Shield类中保留对shieldSprite的引用。