我目前制作的游戏扩展了此处的教程: http://www.edu4java.com/en/androidgame/androidgame.html
我目前的屏幕布局如下所示: http://postimg.org/image/ghib8fb87/
如您所见,方向键盘和难度单选按钮不在我的自定义视图中。
编辑:尝试使用SharedPreferences:
在我的MainActivity中,我有RadioButtons和Directional键盘的onClick功能(尚未创建):
import java.text.DecimalFormat;
import java.util.Timer;
import java.util.TimerTask;
import android.app.Activity;
import android.os.Bundle;
import android.view.View;
import android.view.Window;
import android.widget.TextView;
public class MainActivity extends Activity {
/** Called when the activity is first created. */
private AppPreferences _appPrefs;
int hour = 0;
int minute = 0;
int second = 0;
TextView TimeAliveCounter;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.activity_main);
timer();
}
public void runEasy(View view){
_appPrefs.saveSmsBody("1");
}
public void runMedium(View view){
_appPrefs.saveSmsBody("2");
}
public void runHard(View view){
_appPrefs.saveSmsBody("3");
}
private void timer() {
int locMilSec = 0;
int locSec = 0;
int locMin = 0;
int locHr = 0;
DecimalFormat format = new DecimalFormat("00");
String formatMilliSecond = format.format(locMilSec);
String formatSecond = format.format(locSec);
String formatMinute = format.format(locMin);
String formatHour = format.format(locHr);
millisecond = Integer.parseInt(formatMilliSecond);
second = Integer.parseInt(formatSecond);
minute = Integer.parseInt(formatMinute);
hour = Integer.parseInt(formatHour);
Timer T = new Timer();
TimeAliveCounter = (TextView) findViewById(R.id.TimeAlive);
T.scheduleAtFixedRate(new TimerTask() {
@Override
public void run() {
runOnUiThread(new Runnable() {
@Override
public void run() {
TimeAliveCounter.setText(hour + ":"+ minute + ":"+ second + ":" + millisecond);
second++;
if(second > 59){
second = 0;
minute = minute + 1;
}
}
});
}
}, 1000, 1000);
}
}
我的AppPreferences类:
import android.app.Activity;
import android.content.Context;
import android.content.SharedPreferences;
import android.content.SharedPreferences.Editor;
public class AppPreferences {
public static final String KEY_DIFFICULTY = "difficulty";
private static final String APP_SHARED_PREFS = AppPreferences.class.getSimpleName();
private SharedPreferences _sharedPrefs;
private Editor _prefsEditor;
public AppPreferences(Context context) {
this._sharedPrefs = context.getSharedPreferences(APP_SHARED_PREFS, Activity.MODE_PRIVATE);
this._prefsEditor = _sharedPrefs.edit();
}
public String getDifficulty() {
return _sharedPrefs.getString(KEY_DIFFICULTY, "");
}
public void saveSmsBody(String text) {
_prefsEditor.putString(KEY_DIFFICULTY, text);
_prefsEditor.commit();
}
}
我的GameView课程:
import java.util.ArrayList;
import java.util.List;
import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class GameView extends SurfaceView {
private GameLoopThread gameLoopThread;
private List<Sprite> sprites = new ArrayList<Sprite>();
private List<tempSprite> temps = new ArrayList<tempSprite>();
private long lastClick;
private Bitmap bmpBlood;
private AppPreferences _appPrefs;
public GameView(Context context, AttributeSet attributeSet) {
super(context);
_appPrefs = new AppPreferences(context);
final String difficulty = _appPrefs.getDifficulty();
gameLoopThread = new GameLoopThread(this);
getHolder().addCallback(new SurfaceHolder.Callback() {
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
gameLoopThread.setRunning(false);
while (retry) {
try {
gameLoopThread.join();
retry = false;
} catch (InterruptedException e) {}
}
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
createSprites(difficulty);
gameLoopThread.setRunning(true);
gameLoopThread.start();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
});
bmpBlood = BitmapFactory.decodeResource(getResources(), R.drawable.image);
}
private void createSprites(final String difficulty) {
if ("1".equals(difficulty)) // easy
{
new Thread(new Runnable() {
public void run() {
for (int z =0; z<20; z++ )
try
{
Thread.sleep(5000);
sprites.add(createSprite(R.drawable.image));
z++;
}
catch(InterruptedException e)
{
e.printStackTrace();
}
}
}).start();
}
else if ("2".equals(difficulty)) // medium
{
new Thread(new Runnable() {
public void run() {
for (int z =0; z<40; z++ )
try
{
Thread.sleep(3000);
sprites.add(createSprite(R.drawable.image));
z++;
}
catch(InterruptedException e)
{
e.printStackTrace();
}
}
}).start();
}
else if ("3".equals(difficulty)) // hard" +
{
new Thread(new Runnable() {
public void run() {
for (int z =0; z<60; z++ )
try
{
Thread.sleep(1000);
sprites.add(createSprite(R.drawable.zombie_sprite1));
z++;
}
catch(InterruptedException e)
{
e.printStackTrace();
}
}
}).start();
}
else {
sprites.add(createSprite(R.drawable.zombie_sprite1));
sprites.add(createSprite(R.drawable.zombie_sprite2));
sprites.add(createSprite(R.drawable.zombie_sprite3));
sprites.add(createSprite(R.drawable.zombie_sprite4));
sprites.add(createSprite(R.drawable.zombie_sprite1));
sprites.add(createSprite(R.drawable.zombie_sprite2));
sprites.add(createSprite(R.drawable.zombie_sprite3));
sprites.add(createSprite(R.drawable.zombie_sprite4));
sprites.add(createSprite(R.drawable.zombie_sprite1));
sprites.add(createSprite(R.drawable.zombie_sprite2));
sprites.add(createSprite(R.drawable.zombie_sprite3));
sprites.add(createSprite(R.drawable.zombie_sprite4));
}
}
private Sprite createSprite(int resouce) {
Bitmap bmp = BitmapFactory.decodeResource(getResources(), resouce);
return new Sprite(this, bmp);
}
@Override
protected void onDraw(Canvas canvas) {
Resources res = getResources();
Bitmap background = BitmapFactory.decodeResource(getResources(), R.drawable.graveyard_background);
canvas.drawBitmap(background, 0, 0, null);
for (int i = temps.size() - 1; i >= 0; i--) {
temps.get(i).onDraw(canvas);
}
for (Sprite sprite : sprites) {
sprite.onDraw(canvas);
}
}
@Override
public boolean onTouchEvent(MotionEvent event) {
/**if (System.currentTimeMillis() - lastClick > 300) {
lastClick = System.currentTimeMillis();
float x = event.getX();
float y = event.getY();
synchronized (getHolder()) {
for (int i = sprites.size() - 1; i >= 0; i--) {
Sprite sprite = sprites.get(i);
if (sprite.isCollision(x, y)) {
sprites.remove(sprite);
temps.add(new tempSprite(temps, this, x, y, bmpBlood));
break;
}
}
}
}*/
return true;
}
}
我的GameLoopThread课程:
import android.graphics.Canvas;
public class GameLoopThread extends Thread {
static final long FPS = 10;
private GameView view;
private boolean running = false;
public GameLoopThread(GameView view) {
this.view = view;
}
public void setRunning(boolean run) {
running = run;
}
@Override
public void run() {
long ticksPS = 1000 / FPS;
long startTime;
long sleepTime;
while (running) {
Canvas c = null;
startTime = System.currentTimeMillis();
try {
c = view.getHolder().lockCanvas();
synchronized (view.getHolder()) {
view.onDraw(c);
}
} finally {
if (c != null) {
view.getHolder().unlockCanvasAndPost(c);
}
}
sleepTime = ticksPS - (System.currentTimeMillis() - startTime);
try {
if (sleepTime > 0)
sleep(sleepTime);
else
sleep(10);
} catch (Exception e) {}
}
}
}
我目前正试图通过单选按钮来改变游戏的难度,但目前正在点击正在崩溃的单选按钮。
答案 0 :(得分:1)
(代码是从这个问题转储Android Shared Preferences)
创建课程AppPreferences
public class AppPreferences {
public static final String KEY_DIFFICULTY = "difficulty";
private static final String APP_SHARED_PREFS = AppPreferences.class.getSimpleName(); // Name of the file -.xml
private SharedPreferences _sharedPrefs;
private Editor _prefsEditor;
public AppPreferences(Context context) {
this._sharedPrefs = context.getSharedPreferences(APP_SHARED_PREFS, Activity.MODE_PRIVATE);
this._prefsEditor = _sharedPrefs.edit();
}
public String getDifficulty() {
return _sharedPrefs.getString(KEY_DIFFICULTY, "");
}
public void saveDifficulty(String text) {
_prefsEditor.putString(KEY_DIFFICULTY, text);
_prefsEditor.commit();
}
}
在班级中定义成员
private AppPreferences _appPrefs;
在onCreate
中执行此操作
public GameView(Context context, AttributeSet attributeSet) {
super(context);
_appPrefs = new AppPreferences(getApplicationContext());
String difficulty = _appPrefs.getDifficulty();
并在您选择时进行设置
_appPrefs.saveDifficulty("1"); //or "2" or "3"
答案 1 :(得分:0)
使用我想调用和修改的简单静态setter和getter方法解决了这个问题。