我正在阅读John Horton撰写的“安装Android游戏学习Java”一书。
Link to book Java by Building Android Games by John Horton
这是一本非常好的书,我正在通过它输入游戏。我有一个记忆游戏工作,从一个序列中的四个按钮之一播放声音,逐渐增加长度(每回合一个)。
我的代码存在的问题是,按钮会震动并发出与用户同时出现的声音。
如何添加延迟以阻止一次发生的所有事情?第一个序列只有一个按钮,因此它只会振动并发出一个按钮 - 所以没有混淆。
屏幕截图是序列中每个按钮振动的样子。
我试过了:
CalendarItem
对于每个按钮/案例陈述 - 但它不起作用。
...
case 1:
//play a sound
button1.startAnimation(wobble);
soundPool.play(sample1, 1, 1, 0, 0, 1);
try {
wait(1000);
}
catch(Exception e){
System.out.println("Unable to wait");
}
break;
...
我已尝试过您的建议,如下所示,但未达到预期效果。我甚至得到了消息"应用程序可能在其主线程上做了太多工作"
package com.packtpub.memorygame;
import android.app.Activity;
import android.content.SharedPreferences;
import android.content.res.AssetFileDescriptor;
import android.content.res.AssetManager;
import android.media.AudioManager;
import android.media.SoundPool;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.util.Log;
import android.view.View;
import android.view.animation.Animation;
import android.view.animation.AnimationUtils;
import android.widget.Button;
import android.widget.TextView;
import android.widget.Toast;
import java.io.IOException;
import java.util.Arrays;
import java.util.Random;
public class GameActivity extends Activity implements View.OnClickListener {
//phase 5 - our animation object
Animation wobble;
//prepare objects and sound references
//initalize sound variables
private SoundPool soundPool;
int sample1 = -1;
int sample2 = -1;
int sample3 = -1;
int sample4 = -1;
//for our UI
TextView textScore;
TextView textDifficutly;
TextView textWatchGo;
Button button1;
Button button2;
Button button3;
Button button4;
Button buttonReplay;
//Some variables for our Thread
int difficultyLevel = 3;
//An Array to hold the randomly generated sequence
int[] sequenceToCopy = new int[100];
private Handler myHandler;
//Are we playing a sequence at the moment?
boolean playSequence = false;
//And which element of the sequence are we on?
int elementToPlay = 0;
//For checking the players answer
int playerResponses;
int playerScore;
boolean isResponding;
//for our hiscore (Phase 4)
SharedPreferences prefs;
SharedPreferences.Editor editor;
String dataName = "MyData";
String intName = "MyString";
int defaultInt = 0;
int hiScore;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_game);
//phase 5 animation
wobble = AnimationUtils.loadAnimation(this, R.anim.wobble);
//phae 4
//initialize our two SharedPreferences objects
prefs = getSharedPreferences(dataName, MODE_PRIVATE);
editor = prefs.edit();
hiScore = prefs.getInt(intName, defaultInt);
soundPool = new SoundPool(10, AudioManager.STREAM_MUSIC, 0);
try {
//Create objects of the 2 required classes
AssetManager assetManager = getAssets();
AssetFileDescriptor descriptor;
//Create our three fx in memory ready for use
descriptor = assetManager.openFd("sample1.ogg");
sample1 = soundPool.load(descriptor, 0);
descriptor = assetManager.openFd("sample2.ogg");
sample2 = soundPool.load(descriptor, 0);
descriptor = assetManager.openFd("sample3.ogg");
sample3 = soundPool.load(descriptor, 0);
descriptor = assetManager.openFd("sample4.ogg");
sample4 = soundPool.load(descriptor, 0);
//First the TextViews
textScore = (TextView) findViewById(R.id.textScore);
textScore.setText("Score: " + playerScore);
textDifficutly = (TextView) findViewById(R.id.textDifficulty);
textDifficutly.setText("Level: " + difficultyLevel);
textWatchGo = (TextView) findViewById(R.id.textWatchGo);
//Now the buttons
button1 = (Button) findViewById(R.id.button);
button2 = (Button) findViewById(R.id.button2);
button3 = (Button) findViewById(R.id.button3);
button4 = (Button) findViewById(R.id.button4);
buttonReplay = (Button) findViewById(R.id.buttonReplay);
//Now set all the buttons to listen for clicks
button1.setOnClickListener(this);
button2.setOnClickListener(this);
button3.setOnClickListener(this);
button4.setOnClickListener(this);
buttonReplay.setOnClickListener(this);
//This is the code which will define our thread
myHandler = new Handler() {
public void handleMessage(Message msg) {
super.handleMessage(msg);
if (playSequence) {
//All the thread action will go here
// button1.setVisibility(View.VISIBLE);
// button2.setVisibility(View.VISIBLE);
// button3.setVisibility(View.VISIBLE);
// button4.setVisibility(View.VISIBLE);
switch (sequenceToCopy[elementToPlay]) {
case 1:
//hide a button
// button1.setVisibility(View.INVISIBLE);
//play a sound
button1.startAnimation(wobble);
soundPool.play(sample1, 1, 1, 0, 0, 1);
break;
case 2:
// button2.setVisibility(View.INVISIBLE);
//play a sound
button2.startAnimation(wobble);
soundPool.play(sample2, 1, 1, 0, 0, 1);
break;
case 3:
// button3.setVisibility(View.INVISIBLE);
//play a sound
button3.startAnimation(wobble);
soundPool.play(sample3, 1, 1, 0, 0, 1);
break;
case 4:
//hide a button
// button4.setVisibility(View.INVISIBLE);
//play a sound
button4.startAnimation(wobble);
soundPool.play(sample4, 1, 1, 0, 0, 1);
break;
}
elementToPlay++;
if (elementToPlay == difficultyLevel) {
sequenceFinished();
myHandler.sendEmptyMessageDelayed(0, 900);
}
}
myHandler.sendEmptyMessageDelayed(0, 900);
}
};//end of thread
myHandler.sendEmptyMessage(0);
} catch (IOException e) {
//catch exceptions here
}
playASequence();
}
@Override
public void onClick(View v) {
if (!playSequence) {//only accept input if sequence not playing
switch (v.getId()) {
//case statements...
case R.id.button:
//play a sound
soundPool.play(sample1, 1, 1, 0, 0, 1);
checkElement(1);
break;
case R.id.button2:
//play a sound
soundPool.play(sample2, 1, 1, 0, 0, 1);
checkElement(2);
break;
case R.id.button3:
//play a sound
soundPool.play(sample3, 1, 1, 0, 0, 1);
checkElement(3);
break;
case R.id.button4:
//play a sound
soundPool.play(sample4, 1, 1, 0, 0, 1);
checkElement(4);
break;
case R.id.buttonReplay:
difficultyLevel = 3;
playerScore = 0;
textScore.setText("Score: " + playerScore);
playASequence();
break;
}
}
}
public void createSequence() {
Log.i("info:", "current high score is: " + hiScore);
//For choosing a random button
Random randInt = new Random();
int ourRandom;
for (int i = 0; i < difficultyLevel; i++) {
//Get a random number between 1 and 4
ourRandom = randInt.nextInt(4);
ourRandom++;
//save that number to our array
sequenceToCopy[i] = ourRandom;
Log.i("info", "Random Number" + ourRandom);
}
}
public void playASequence() {
createSequence();
isResponding = false;
elementToPlay = 0;
playerResponses = 0;
textWatchGo.setText("WATCH!");
playSequence = true;
}
public void sequenceFinished() {
playSequence = false;
//make sure all the buttons are made visible
// button1.setVisibility(View.VISIBLE);
// button2.setVisibility(View.VISIBLE);
// button3.setVisibility(View.VISIBLE);
// button4.setVisibility(View.VISIBLE);
textWatchGo.setText("Go!");
isResponding = true;
}
public void checkElement(int thisElement) {
if (isResponding) {
Log.i("info", "this element being checked is: " + thisElement);
playerResponses++;
Log.i("info", "Player repsonses" + playerResponses);
Log.i("info", "sequence to copy" + Arrays.toString(sequenceToCopy));
if (sequenceToCopy[playerResponses - 1] == thisElement) {//Correct
//check whether reaches this part
Log.i("info", "Correct element!!!");
playerScore = playerScore + ((thisElement + 1) * 2);
textScore.setText("Score: " + playerScore);
;
// Log.i("info","The difficulty level is: "+difficultyLevel);
if (playerResponses == difficultyLevel) {//got the whole sequence
//don't check anymore
Log.i("info", "All elements right!!!");
isResponding = false;
//Now raise the difficulty
difficultyLevel++;
//and play another sequence
playASequence();
}
} else {//wrong answer
textWatchGo.setText("Failed!");
//don't checkElement anymore
isResponding = false;
Log.i("info", "New high score of: " + playerScore);
Log.i("info", "The hiScore was: " + hiScore);
//for our high score
if (playerScore > hiScore) {
hiScore = playerScore;
editor.putInt(intName, hiScore);
editor.commit();
Toast.makeText(getApplicationContext(), "New Hi-Score", Toast.LENGTH_LONG).show();
}
}
}
}
}
我为自己的利益进行了测试,正如你所说,我在主线程中: -
case 1:
//hide a button
button1.setVisibility(View.INVISIBLE);
//play a sound
button1.startAnimation(wobble);
soundPool.play(sample1, 1, 1, 0, 0, 1);
try {
Log.i("info","trying to wait");
Thread.sleep(3000);
}
catch(Exception e){
System.out.println("Could not wait");
}
break;
给出&#34; true&#34;
最新尝试。现在仍然在主线程但Thread.sleep(毫秒)之前播放.Still在按钮动画和声音之间没有正确暂停。什么都没有发生,一次两三个。
if(Looper.myLooper() == Looper.getMainLooper())
我已经尝试了
case 1:
//hide a button
button1.setVisibility(View.INVISIBLE);
//play a sound
try {
if(Looper.myLooper() == Looper.getMainLooper())
{
System.out.println("In main thread!!");
// Current Thread is Main Thread.
}
Log.i("info","trying to wait");
Thread.sleep(3000);
}
catch(Exception e){
System.out.println("Could not wait");
}
button1.startAnimation(wobble);
soundPool.play(sample1, 1, 1, 0, 0, 1);
break;
在try catch块中。这也不起作用。两个按钮将立即生成动画。
答案 0 :(得分:0)
SoundPool play()
方法立即返回,声音以异步方式播放。如果它没有,你将无法从主UI线程调用它,因为该线程需要随时准备好处理来自应用程序框架的消息。
出于同样的原因,在主线程上睡觉会产生不良影响(例如Choreographer投诉)。如果你睡得足够长,系统会提出一个没有响应的应用程序&#34;对话框,原因很简单,你的应用程序没有响应(它正在睡觉)。
处理此问题的最简单方法是使用postDelayed()
之类的定时消息函数向自己发送延迟消息。这将在指定的延迟后在当前线程上执行Runnable。为每个未来的活动发布一个。
您可以使用单独的线程来驱动计时,但由于您的UI基于View元素,因此您将在线程之间来回传递消息,并且复杂性对于简单的&而言并不是必需的。 #34;短暂延迟后做X&#34;。