我是编程新手,所以我不确定我的代码在哪里失败。我试图为人们的高分添加一个保存功能,并在寻求帮助之前尝试自己搜索答案。我知道共享首选项是必需的,我已经添加了代码并且没有错误,但它实际上并没有保存高分,所以我添加的代码现在非常多余。请有人指出我正确的方向吗?我在下面添加了我的代码。
编辑 - 我已经检查了我的代码,并且在共享首选项下我已经把int得分(这是我最初将编码作为基本分数但后来我将其更改为player.getScore。无论如何当我尝试将分数修改为player.getScore它无法解析player.getScore,我如何修复它,一旦完成,我的游戏会保存高分吗?感谢您的帮助。
package com.curtis.myfirstgame;
import android.content.Context;
import android.content.SharedPreferences;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.graphics.Typeface;
import android.preference.PreferenceManager;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import java.util.ArrayList;
import java.util.Random;
public class GamePanel extends SurfaceView implements SurfaceHolder.Callback {
public static final int WIDTH = 856;
public static final int HEIGHT = 480;
public static final int MOVESPEED = -5;
private long smokeStartTime;
private long missileStartTime;
private MainThread thread;
private Background bg;
private Player player;
private ArrayList<Smokepuff> smoke;
private ArrayList<Missile> missiles;
private ArrayList<TopBorder> topborder;
private ArrayList<BotBorder> botborder;
private Random rand = new Random();
private int maxBorderHeight;
private int minBorderHeight;
private boolean topDown = true;
private boolean botDown = true;
private boolean newGameCreated;
public static int Score = 0;
public static int HighScore = 0;
public static SharedPreferences prefs;
private String saveScore = "HighScore";
//increase to slow down difficulty progression, decrease to speed up difficulty progression
private int progressDenom = 20;
private Explosion explosion;
private long startReset;
private boolean reset;
private boolean dissapear;
private boolean started;
public GamePanel(Context context) {
super(context);
SharedPreferences prefs = context.getSharedPreferences("com.curtis.myfirstgame", Context.MODE_PRIVATE);
int player.getScore = prefs.getInt("highScore", 0);
//above is where my problem is
String spackage = "com.curtis.myfirstgame";
HighScore = prefs.getInt(saveScore, 0);
//add the callback to the surfaceholder to intercept events
getHolder().addCallback(this);
//make gamePanel focusable so it can handle events
setFocusable(true);
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
int counter = 0;
while (retry && counter < 1000) {
counter++;
try {
thread.setRunning(false);
thread.join();
retry = false;
thread = null;
}
catch (InterruptedException e) {
e.printStackTrace();
prefs.edit().putInt(saveScore, HighScore).commit();
}
}
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
bg = new Background(BitmapFactory.decodeResource(getResources(), R.drawable.grassbg1));
player = new Player(BitmapFactory.decodeResource(getResources(), R.drawable.helicopter), 65, 25, 3);
smoke = new ArrayList<Smokepuff>();
missiles = new ArrayList<Missile>();
topborder = new ArrayList<TopBorder>();
botborder = new ArrayList<BotBorder>();
smokeStartTime = System.nanoTime();
missileStartTime = System.nanoTime();
thread = new MainThread(getHolder(), this);
//we can safely start the game loop
thread.setRunning(true);
thread.start();
}
@Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
if (!player.getPlaying() && newGameCreated && reset) {
player.setPlaying(true);
player.setUp(true);
}
if (player.getPlaying()) {
if (!started) started = true;
reset = false;
player.setUp(true);
}
return true;
}
if (event.getAction() == MotionEvent.ACTION_UP) {
player.setUp(false);
return true;
}
return super.onTouchEvent(event);
}
public void update() {
if (player.getPlaying()) {
if (botborder.isEmpty()) {
player.setPlaying(false);
return;
}
if (topborder.isEmpty()) {
player.setPlaying(false);
return;
}
bg.update();
player.update();
//calculate the threshold of height the border can have based on the score
//max and min border heart are updated, and the border switched direction when either max or
//min is met
maxBorderHeight = 30 + player.getScore() / progressDenom;
//cap max border height so that borders can only take up a total of 1/2 the screen
if (maxBorderHeight > HEIGHT / 4) maxBorderHeight = HEIGHT / 4;
minBorderHeight = 5 + player.getScore() / progressDenom;
//check bottom border collision
for (int i = 0; i < botborder.size(); i++) {
if (collision(botborder.get(i), player))
player.setPlaying(false);
}
//check top border collision
for (int i = 0; i < topborder.size(); i++) {
if (collision(topborder.get(i), player))
player.setPlaying(false);
}
//update top border
this.updateTopBorder();
//udpate bottom border
this.updateBottomBorder();
//add missiles on timer
long missileElapsed = (System.nanoTime() - missileStartTime) / 1000000;
if (missileElapsed > (2000 - player.getScore() / 4)) {
//first missile always goes down the middle
if (missiles.size() == 0) {
missiles.add(new Missile(BitmapFactory.decodeResource(getResources(), R.drawable.
missile), WIDTH + 10, HEIGHT / 2, 45, 15, player.getScore(), 13));
}
else {
missiles.add(new Missile(BitmapFactory.decodeResource(getResources(), R.drawable.missile),
WIDTH + 10, (int) (rand.nextDouble() * (HEIGHT - (maxBorderHeight * 2)) + maxBorderHeight), 45, 15, player.getScore(), 13));
}
//reset timer
missileStartTime = System.nanoTime();
}
//loop through every missile and check collision and remove
for (int i = 0; i < missiles.size(); i++) {
//update missile
missiles.get(i).update();
if (collision(missiles.get(i), player)) {
missiles.remove(i);
player.setPlaying(false);
break;
}
//remove missile if it is way off the screen
if (missiles.get(i).getX() < -100) {
missiles.remove(i);
break;
}
}
//add smoke puffs on timer
long elapsed = (System.nanoTime() - smokeStartTime) / 1000000;
if (elapsed > 120) {
smoke.add(new Smokepuff(player.getX(), player.getY() + 10));
smokeStartTime = System.nanoTime();
}
for (int i = 0; i < smoke.size(); i++) {
smoke.get(i).update();
if (smoke.get(i).getX() < -10) {
smoke.remove(i);
}
}
}
else {
player.resetDY();
if (!reset) {
newGameCreated = false;
startReset = System.nanoTime();
reset = true;
dissapear = true;
explosion = new Explosion(BitmapFactory.decodeResource(getResources(), R.drawable.explosion), player.getX(),
player.getY() - 30, 100, 100, 25);
}
explosion.update();
long resetElapsed = (System.nanoTime() - startReset) / 1000000;
if (resetElapsed > 2500 && !newGameCreated) {
newGame();
}
}
}
public boolean collision(GameObject a, GameObject b) {
if (Rect.intersects(a.getRectangle(), b.getRectangle())) {
return true;
}
return false;
}
@Override
public void draw(Canvas canvas) {
final float scaleFactorX = getWidth() / (WIDTH * 1.f);
final float scaleFactorY = getHeight() / (HEIGHT * 1.f);
if (canvas != null) {
final int savedState = canvas.save();
canvas.scale(scaleFactorX, scaleFactorY);
bg.draw(canvas);
if (!dissapear) {
player.draw(canvas);
}
//draw smokepuffs
for (Smokepuff sp : smoke) {
sp.draw(canvas);
}
//draw missiles
for (Missile m : missiles) {
m.draw(canvas);
}
//draw topborder
for (TopBorder tb : topborder) {
tb.draw(canvas);
}
//draw botborder
for (BotBorder bb : botborder) {
bb.draw(canvas);
}
//draw explosion
if (started) {
explosion.draw(canvas);
}
drawText(canvas);
canvas.restoreToCount(savedState);
}
}
public void updateTopBorder() {
//every 50 points, insert randomly placed top blocks that break the pattern
if (player.getScore() % 50 == 0) {
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
), topborder.get(topborder.size() - 1).getX() + 20, 0, (int) ((rand.nextDouble() * (maxBorderHeight
)) + 1)));
}
for (int i = 0; i < topborder.size(); i++) {
topborder.get(i).update();
if (topborder.get(i).getX() < -20) {
topborder.remove(i);
//remove element of arraylist, replace it by adding a new one
//calculate topdown which determines the direction the border is moving (up or down)
if (topborder.get(topborder.size() - 1).getHeight() >= maxBorderHeight) {
topDown = false;
}
if (topborder.get(topborder.size() - 1).getHeight() <= minBorderHeight) {
topDown = true;
}
//new border added will have larger height
if (topDown) {
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(),
R.drawable.brick), topborder.get(topborder.size() - 1).getX() + 20,
0, topborder.get(topborder.size() - 1).getHeight() + 1));
}
//new border added wil have smaller height
else {
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(),
R.drawable.brick), topborder.get(topborder.size() - 1).getX() + 20,
0, topborder.get(topborder.size() - 1).getHeight() - 1));
}
}
}
}
public void updateBottomBorder() {
//every 40 points, insert randomly placed bottom blocks that break pattern
if (player.getScore() % 40 == 0) {
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick),
botborder.get(botborder.size() - 1).getX() + 20, (int) ((rand.nextDouble()
* maxBorderHeight) + (HEIGHT - maxBorderHeight))));
}
//update bottom border
for (int i = 0; i < botborder.size(); i++) {
botborder.get(i).update();
//if border is moving off screen, remove it and add a corresponding new one
if (botborder.get(i).getX() < -20) {
botborder.remove(i);
//determine if border will be moving up or down
if (botborder.get(botborder.size() - 1).getY() <= HEIGHT - maxBorderHeight) {
botDown = true;
}
if (botborder.get(botborder.size() - 1).getY() >= HEIGHT - minBorderHeight) {
botDown = false;
}
if (botDown) {
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
), botborder.get(botborder.size() - 1).getX() + 20, botborder.get(botborder.size() - 1
).getY() + 1));
}
else {
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
), botborder.get(botborder.size() - 1).getX() + 20, botborder.get(botborder.size() - 1
).getY() - 1));
}
}
}
}
public void newGame() {
dissapear = false;
botborder.clear();
topborder.clear();
missiles.clear();
smoke.clear();
minBorderHeight = 5;
maxBorderHeight = 30;
player.resetDY();
player.resetScore();
player.setY(HEIGHT / 2);
//update score only if new score is higher
if (player.getScore() > HighScore) {
HighScore = player.getScore();
SharedPreferences.Editor edit = prefs.edit();
edit.putInt("highScore", HighScore);
edit.commit();
}
//create initial borders
//initial top border
for (int i = 0; i * 20 < WIDTH + 40; i++) {
//first top border create
if (i == 0) {
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
), i * 20, 0, 10));
}
else {
topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
), i * 20, 0, topborder.get(i - 1).getHeight() + 1));
}
}
//initial bottom border
for (int i = 0; i * 20 < WIDTH + 40; i++) {
//first border ever created
if (i == 0) {
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick)
, i * 20, HEIGHT - minBorderHeight));
}
//adding borders until the initial screen is filed
else {
botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick),
i * 20, botborder.get(i - 1).getY() - 1));
}
}
newGameCreated = true;
}
public void drawText(Canvas canvas) {
Paint paint = new Paint();
paint.setColor(Color.BLACK);
paint.setTextSize(30);
paint.setTypeface(Typeface.create(Typeface.DEFAULT, Typeface.BOLD));
canvas.drawText("SCORE: " + (player.getScore() * 3), 10, HEIGHT - 10, paint);
canvas.drawText("HIGHSCORE: " + HighScore, WIDTH - 215, HEIGHT - 10, paint);
if (!player.getPlaying() && newGameCreated && reset) {
Paint paint1 = new Paint();
paint1.setTextSize(40);
paint1.setTypeface(Typeface.create(Typeface.DEFAULT, Typeface.BOLD));
canvas.drawText("PRESS TO START", WIDTH / 2 - 50, HEIGHT / 2, paint1);
paint1.setTextSize(20);
canvas.drawText("PRESS AND HOLD TO GO UP", WIDTH / 2 - 50, HEIGHT / 2 + 20, paint1);
canvas.drawText("RELEASE TO GO DOWN", WIDTH / 2 - 50, HEIGHT / 2 + 40, paint1);
}
}
}
答案 0 :(得分:0)
使用此代码:
SharedPreferences preference = PreferenceManager.getDefaultSharedPreferences(context);
SharedPreferences.Editor editor = preference.edit();
Integer score = preference.getInt("score",null); //read from pref
if(classFound == null)
{ editor.putInt("score",100); //write to pref
editor.commit();
}
使用整数,因为int不是nullabe。
您可以通过用变量
替换100来保存任何int值如果它有帮助,请给予一个upvote:)
答案 1 :(得分:0)
Do following
SharedPreferences prefs = this.getSharedPreferences("myPrefsKey", Context.MODE_PRIVATE);
int oldScore = prefs.getInt("highScore", 0);
//update score only if new score is higher
if(newScore > oldScore ){
Editor edit = prefs.edit();
edit.putInt("highScore", newScore);
edit.commit();
}