我需要一些帮助来启动/阻止我的怪物 我们这样生成:
for (int i = 0; i < 20; i++) {
boolean notFree = true;
int x = 0, y = 0;
// while not free change
// not determinstisch setting!
while (notFree) {
x = (int) (Math.random() * Config.XSIZE);
y = (int) (Math.random() * Config.YSIZE);
if (map.getMapPosition(x, y) == Config.EMPTYPOSITION) {
notFree = false;
}
}
switch ((int) Math.floor(Math.random() * 2)) {
case 0:
monsterVerktor.add(new Monster(context, x, y, this.map, 1,
this.charac));
break;
case 1:
monsterVerktor.add(new DeathReaper(context, x, y, this.map, 1,
this.charac));
break;
default:
break;
}
}
我就这样阻止他们:(开始与Startmoving一样......)
public void stopAllMonsters() {
for (Monster monster : monsterVerktor) {
monster.getControl().stopMovingThread();
}
}
thread.stopMovingThread的工作方式如下:
public void stopMovingThread() {
this.monster.setAlife(false);
running = false;
moveDone = true;
boolean retry = true;
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
// try again shutting down the thread
}
}
}
到run():
public void startMovementThread() {
running = true;
thread = new Thread() {
@Override
public void run() {
while (running) {
Log.d(TAG, "run Thread");
// get a little randomness in the movement ;)
try {
// up to 0.5s sleeping till next moving
sleep(new Random().nextInt(Config.RANDOMSLEEP));
} catch (InterruptedException e1) {}
while (monster.isAlife()) {// check if alife
moveDone = false; // resett movement Done
noMove = false;
// Charakter in near if one is in near he
// will move to it.
if (!checkCharInAggroRange()) {
noMove = rndMove(); // if we have no move
}
while (!moveDone) {
timeBegin = System.currentTimeMillis();
// if hes not done with the move
if (monster.moveToX == monster.positionX
&& monster.moveToY == monster.positionY) {
if (noMove) {
try {// sleep because no movement with a bit
// randomness
sleep(Config.MONSTERMOVINGTIME
+ (new Random()
.nextInt(Config.RANDOMSLEEP)));
} catch (InterruptedException e) {
Log.d(TAG,
"An error occured during sleep because"
+ " of no Animatino");
}
}
// false after sleep
moveDone = false;
break; // already at the right position!
// movetoX is left of position
} else if (monster.moveToX > monster.positionX) {
monster.positionX++;
// movetoX is left of it
} else if (monster.moveToX < monster.positionX) {
monster.positionX--;
// movetoY is left of position
} else if (monster.moveToY > monster.positionY) {
monster.positionY++;
// movetoY is left of position
} else if (monster.moveToY < monster.positionY) {
monster.positionY--;
}
// sleep if hes moving to fast!
timeDiff = System.currentTimeMillis() - timeBegin;
sleepTimer = (int) (Config.MONSTERTIMING - timeDiff);
if (sleepTimer > 0) { // if >0 we are fast enough
// and can sleep a bit ;)
try {
sleep(sleepTimer);
} catch (InterruptedException e) {
Log.d(TAG, "Gameloop thread cant sleep");
}
}
}
}
try {
sleep(Config.RESPAWNTIMER);
} catch (InterruptedException e) {
Log.d(TAG, "Monsterthread cant sleep");
}
// respawn it after a sleep :)
respawn();
}
}
};
thread.start();
}
如果我们想停止它们并像这样启动它们,Android就会停止工作,我不明白为什么。我们也像这样停止/开始我们的渲染。 (嗯,这是一个可运行的,这不是)
Monster isAlife等:
public class Monster extends Drawable {
private static final String TAG = Monster.class.getSimpleName();
private int fullLife; // full life
private int curLife; // current life
public Context context;
private Character charac;
// ..
// Basic monsterstuff
private boolean alife, moveDone;
private int level;
public Status status;
private MonsterControl control;
// ..
public Monster(Context context, int mapPosX, int mapPosY, Map map,
int level, Character cha) {
this.context = context;
this.map = map;
this.setCharac(cha);
this.mapPosition[0] = mapPosX;
this.mapPosition[1] = mapPosY;
this.status = Status.IDLE;
// example for full life calculation
this.fullLife = level * 100 + ((int) (Math.random() * 10 * level)); // Examples
this.curLife = this.fullLife;
this.map.setMapPosition(mapPosX, mapPosY, Config.MONSTERSTATE);
// set monster position
// ..
// load the sprite bitmap
// ...
// Change this later!
alife = true;
Log.d(TAG, "Monster created");
// Starting the Controler
control = new MonsterControl(this, this.charac);
control.startMovementThread();
Log.d(TAG, "Monster start moving");
// exemplarisch cut of the sprite
this.monsterPicAnimation();
}
}
这里是aLife的getter / setter
public boolean isAlife() {
return alife;
}
public void setAlife(boolean alife) {
this.alife = alife;
}
答案 0 :(得分:3)
首先,您对“Android停止工作”的评论,您是否暗示崩溃?有一个LogCat跟踪?
除此之外,这种分析是否正确?
1.创造一个怪物。
running = true;
isAlife = true; //or whatever monster.isAlife() checks
2.Sread开始。
while (running) {
...
while (monster.isAlife()) {
...
}
}
3.您是否尝试通过(1)将运行设置为false以及(2)加入线程来停止线程?
假设这一切都是真的。怪物线程仍然运行,直到从嵌套的while(monster.isAlife())
循环中踢出它。一旦结束,while(running)
将评估为false并且线程应该终止,继续前进到集合中的下一个怪物。如果没有这个终止,你将等待每个怪物死亡,同时用join()
锁定主线程。
答案 1 :(得分:2)
除了我没有详细研究的代码逻辑外,共享变量之间缺乏同步。特别是,您的代码不能保证您的线程(在startMovementThread
中)能够观察到主线程对您的标志所做的更改。
良好的第一步是使这些变量变得不稳定:
private volatile boolean alife, moveDone;
但请注意,可能存在其他问题(取决于您的要求)。例如,当这些语句在startMovementThread
中执行时:
if (monster.moveToX == monster.positionX ...)
monster.positionX++;
在该主题中可能看不到该主题中所做的任何更改,反之亦然。如果这可能是一个问题,您也需要同步对这些变量的访问(并使它们变得不稳定,因为例如monster.positionX++
不是原子的)。
答案 2 :(得分:0)
我自己用“好”的想法解决了这个问题。 问题是,我让他们在某些时候睡觉。如果他们睡觉就不能停止/加入线程,甚至不要看它是否“正在运行”。所以我用一个看起来像这样的小方法解决了它:
private void breakableSleep(int i, int intervall){
int x = 0;
while(running && x <= i){
try {
this.thread.sleep(intervall);
} catch (InterruptedException e) {
Log.d(TAG, "Monsterthread cant sleep");
}
x++;
}
}
它可以在每个intervall停止。当然它会花费一些电池,但没有找到任何其他方式来以“快速”的方式阻止怪物,因为如果他们死了,一些人睡了大约3秒钟(重生) 我还重写了整个startMovementThread,因为在我看来它并不好看。
最好的问候