在发现启动新意图可能不是通知GameOver用户的正确方法后,我现在正在使用runOnUiThread,Runnable和对话框。
问题:我如何以及在何处实施Dialog.show()来通知用户游戏已经结束?在我的日志中,一切正常(所以我设法得到消息游戏结束时应该)。在某些时候,布尔GameManger.LevelEnded切换为true。当发生这种情况时,我想展示对话..
我已经尝试过runOnUiThread,Runnable和Async线程。无法理解。
我有一个游戏。活动AppelzActivity:
public class AppelzActivity extends Activity {
/** Called when the activity is first created. */
private static final String TAG = AppelzActivity.class.getSimpleName();
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(null);
// requesting to turn the title OFF
requestWindowFeature(Window.FEATURE_NO_TITLE);
// making it full screen
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
// set our MainGamePanel as the View
setContentView(new MainGamePanel(this));
Log.d(TAG, "View added");
}
}
我的MainGamePanel类:
public class MainGamePanel extends SurfaceView implements
SurfaceHolder.Callback {
// DECLARING VARS (REMOVED FOR READABILITY)
public MainGamePanel(Context context) {
super(context);
getHolder().addCallback(this);
Display display = ((WindowManager) getContext().getSystemService(Context.WINDOW_SERVICE))
.getDefaultDisplay();
GameManager.panel = this;
width = display.getWidth();
height = display.getHeight();
RectScreen.set(0,0,width,height);
// CREATING CONTROLS, MISSION AND VISIBLE OBJECTS (REMOVED FOR READABILITY)
thread = new MainThread(getHolder(), this);
setFocusable(true);
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
thread.setRunning(true);
}
// HANDELING ON TOUCH EVENTS AND SUCH (REMOVED FOR READABILITY)
@Override
protected void onDraw(Canvas canvas) {
// fills the canvas with black
canvas.drawColor(Color.BLACK);
backGnd.draw(canvas);
basket.draw(canvas);
for (int i = 0; i < AppleList.size();i++){
AppleList.get(i).draw(canvas);
}
btnMoreFruit.draw(canvas);
btnLessFruit.draw(canvas);
if (GameManager.count){
glyphsCount.drawString(MainThread.canvas, Integer.toString(GameManager.i), (width/2-120), (height/2-120));
}
}
}
最后,MainThread类:
public class MainThread extends Thread {
private static final String TAG = MainThread.class.getSimpleName();
private SurfaceHolder surfaceHolder;
private MainGamePanel gamePanel;
private DialogManager dialogManager;
public static boolean running;
public static Canvas canvas;
public void setRunning(boolean running) {
MainThread.running = running;
}
public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
super();
this.surfaceHolder = surfaceHolder;
this.gamePanel = gamePanel;
this.dialogManager = dialogManager;
}
@Override
public void run() {
// Canvas canvas;
Log.d(TAG, "Starting game loop");
while (running) {
MainThread.canvas = null;
// try locking the canvas for exclusive pixel editing on the surface
try {
MainThread.canvas = this.surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
// update game state
this.gamePanel.update();
// render state to the screen
// draws the canvas on the panel
this.gamePanel.onDraw(MainThread.canvas);
}
} finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (MainThread.canvas != null) {
surfaceHolder.unlockCanvasAndPost(MainThread.canvas);
}
} // end finally
}
}
}
Basket.java - 这是游戏中的一个对象。如您所见,如果它处于某个位置,我会开始一个CountDown:
public class basket {
private Bitmap bitmap; // the actual bitmap
private int x; // the X coordinate
private int y; // the Y coordinate'
public static int width;
public static int height;
public float X = 100;
public float Y = 100;
private boolean touched; // if droid is touched/picked up
public basket(Bitmap bitmap, int x, int y) {
this.bitmap = bitmap;
width = bitmap.getWidth();
height = bitmap.getHeight();
}
public Bitmap getBitmap() {
return bitmap;
}
public void setBitmap(Bitmap bitmap) {
this.bitmap = bitmap;
}
public int getWidth(){
return bitmap.getWidth();
}
public int getHeight(){
return bitmap.getHeight();
}
public int getX() {
return x;
}
public void setX(float x) {
// if basket is further than slotmargin
if (x + width/2 > SlotManager.SlotmarginX) {
// if basket is NOT in CheckOut area
if (this.Y < MainGamePanel.height - 80 - height/2){
x = SlotManager.SlotmarginX - width/2;
} else {
// if basket IS in CheckOut area
x = MainGamePanel.width - width/2;
// Start the countdown timer if not already running
if (!GameManager.count){
GameManager.count=true;
// --- HERE I START COUNTDOWN
GameManager.handler.postDelayed(GameManager.runnable, 0);
}
}
} else {
// Basket is NOT in CheckOut area; stop countdown timer
GameManager.count=false;
}
this.X = x;
}
public int getY() {
return y;
}
public void setY(int y) {
if (y + height/2 > MainGamePanel.height - 80){
y = MainGamePanel.height - 80 - height/2;
}
this.Y = y;
}
public boolean isTouched() {
return touched;
}
public void setTouched(boolean touched) {
this.touched = touched;
}
public void draw(Canvas canvas) {
canvas.drawBitmap(bitmap, X - width/2, Y - height/2, null);
}
public void handleActionDown(int eventX, int eventY) {
if (eventX >= (X - width/ 2) && (eventX <= (X + width/2))) {
if (eventY >= (Y - height/ 2) && (eventY <= (Y + height/ 2))) {
// basket touched
setTouched(true);
} else {
setTouched(false);
}
} else {
setTouched(false);
}
}
}
GameManager中的CountDown是:
@Override
public void run()
{
if (SlotManager.alSlottedFruitList.size() > 0){
//TODO Create Full screen countdown timer
Log.d("", "Countdown Timer in GameManager " + i);
i--;
if (count && i > -1) // stop timer when count is false
{
handler.postDelayed(runnable, 1000);
} else {
if (i == -1){
Log.d("", "RoundUp the Level");
// --- HERE I WANT TO DO A LEVEL END AND SHOW THE DIALOG
}
// reset Countdown (if basket outside checkout)
i = 6;
}
} else {
// reset Countdown (if slot has no fruits)
i = 6;
}
}
};
public static void startCountDown() {
handler.postDelayed(GameManager.runnable, 0);
}
public static void finishRound() {
listener.onRoundFinished();
}
public static List<Integer> missionlist;
public static void CreateMission(){
int maxtotalitems = 6;
missionlist = new ArrayList<Integer>();
Random Rnd = new Random();
for (int FruitType = 0; FruitType < FruitManager.fruitResources.size();FruitType++){
for (int x = 0; x < Rnd.nextInt(maxtotalitems); x++){
missionlist.add(FruitType);
}}
// --- HERE I WANT TO SHOW A DIALOG CONTAINING THE MISSION
for (int x = 0; x < FruitManager.fruitResources.size();x++){
Log.d("MISSION", "Mission for " + x + " : " + Collections.frequency(missionlist, x));
}
// Let's show the Dialog containing the mission
}
public void LevelEnd(){
// First, count the Fruits in the slot
SlotManager.countSlotInv();
List<Integer> list = new ArrayList<Integer>();
// Fill itemIds with the types of fruits
for (apple a : SlotManager.alSlottedFruitList){
Integer itemId = Integer.valueOf(a.FruitType);
list.add(itemId);
}
for (int key = 0; key < 3 ; key++) {
boolean succeed = CheckMissionComplete(key, Collections.frequency(list, key));
System.out.println(key + " : " + Collections.frequency(list, key));
Log.d("MISSION", "Number : " + key + " : succeed = " + succeed );
}
listener.onRoundFinished();
}
public boolean CheckMissionComplete(int key, int amount) {
//CheckMission
if (amount == Collections.frequency(missionlist, key)){
return true;
} else {
return false;
}
}
public GameManager(GameListener listener) {
this.listener = listener;
}
}
答案 0 :(得分:6)
我认为,最简单的方法是通过监听器引入回调机制。为此,添加一个监听器接口(例如,GameListener.java
),保持对该接口实例的引用,并在类中调用其方法,其中显示所有游戏逻辑(假设为Game.java
)。然后,让AppelzActivity
实现此接口并在调用适当的回调时显示对话框:
<强> GameListener.java
强>:
public interface GameListener {
/**
* ...
* NOTE: may be called on any thread
*/
public void onRoundFinished();
...
}
<强> Game.java
强>:
public class Game {
private GameListener listener;
public Game(GameListener listener) {
this.listener = listener;
}
...
//Let's say, round finishes here
public void finishRound() {
...
listener.onRoundFinished();
}
}
<强> AppelzActivity.java
强>:
public class AppelzActivity extends Activity implements GameListener {
private static final int DLG_ROUND_FINISHED = 1;
...
@Override
public void onRoundFinished() {
runOnUiThread(new Runnable() {
@Override
public void run() {
showDialog(DLG_ROUND_FINISHED);
}
});
}
@Override
protected Dialog onCreateDialog(int id) {
Dialog dialog = null;
switch (id) {
case DLG_ROUND_FINISHED:
AlertDialog.Builder builder = new AlertDialog.Builder(this);
... // init your dialog here
dialog = builder.create();
break;
}
return dialog;
}
}
答案 1 :(得分:1)
尽量保持简单。在GameManager
课程中保留对上下文的引用。用它来显示你的对话框。
public class MainGamePanel extends SurfaceView implements
SurfaceHolder.Callback {
public MainGamePanel(Context context) {
super(context);
.......
GameManager.panel = this;
GameManager.context = context; // add a reference to the context in GameManager..
........
........
thread = new MainThread(getHolder(), this);
setFocusable(true);
}
在GameManager
中使用它来致电runOnUIThread()
Activity context; // Context of the main activity..
........
@Override
public void run()
{
if (SlotManager.alSlottedFruitList.size() > 0){
//TODO Create Full screen countdown timer
Log.d("", "Countdown Timer in GameManager " + i);
i--;
if (count && i > -1) // stop timer when count is false
{
handler.postDelayed(runnable, 1000);
} else {
if (i == -1){
Log.d("", "RoundUp the Level");
// --- HERE I WANT TO DO A LEVEL END AND SHOW THE DIALOG
context.runOnUIThread(new Runnable() { // Use the context here
@override
public void run() {
showLevelEndDialog();
}
}
}
// reset Countdown (if basket outside checkout)
i = 6;
}
} else {
// reset Countdown (if slot has no fruits)
i = 6;
}
}
};