我正在尝试创建一个由多个迷你游戏组成的新Android应用程序。启动器活动扩展了BaseGameActivity并具有登录按钮和ListView,其中包含可以播放的所有可能游戏。
在迷你游戏活动内部(也扩展了BaseGameActivity),如何让它创建一个启动特定活动的通知?目前,当我调用invitePlayersToGame时,发送的邀请是针对完整应用程序(迷你游戏)而不是单个游戏(特定骰子游戏)。
public void invitePlayersToGame(View pView) {
Intent intent = Games.RealTimeMultiplayer.getSelectOpponentsIntent(getApiClient(), 1, 1);
intent.putExtra("gameName", "Patman Yahtzee");
startActivityForResult(intent, RC_SELECT_PLAYERS);
}
有没有办法通过特定邮件生成通知?有没有办法让通知直接打开迷你游戏活动而不先进入主启动器活动?
感谢任何帮助。谢谢!
答案 0 :(得分:0)
您可以发送sendReliableMessage进行方法握手。
首先进入房间(快速游戏或发送邀请)。
public void openInvitationIntent() {
// launch the player selection screen
// minimum: 1 other player; maximum: 1 other players
Intent intent = Games.RealTimeMultiplayer.getSelectOpponentsIntent(mGoogleApiClient, 1, 1);
startActivityForResult(intent, RC_SELECT_PLAYERS);
}
onConnected:
@Override
public void onConnected(Bundle connectionHint) {
// QuickGame
if (mGameMode == 1) {
Log.d(TAG, "onConnected() called. Sign in successful!");
Log.d(TAG, "Sign-in succeeded.");
startQuickGame();
// register listener so we are notified if we receive an invitation to play
// while we are in the game
if (connectionHint != null) {
Log.d(TAG, "onConnected: connection hint provided. Checking for invite.");
Invitation inv = connectionHint.getParcelable(Multiplayer.EXTRA_INVITATION);
if (inv != null && inv.getInvitationId() != null) {
// retrieve and cache the invitation ID
Log.d(TAG, "onConnected: connection hint has a room invite!");
acceptInviteToRoom(inv.getInvitationId());
return;
}
}
}
// Send request
else if (mGameMode == 0) {
// request code for the "select players" UI
// can be any number as long as it's unique
invitationInbox();
}
// request accepted
else {
mIncomingInvitationId = getIntent().getExtras().getString(AppConstants.RC_INVITATION_ID);
RoomConfig.Builder roomConfigBuilder = makeBasicRoomConfigBuilder();
roomConfigBuilder.setInvitationIdToAccept(mIncomingInvitationId);
Games.RealTimeMultiplayer.join(mGoogleApiClient, roomConfigBuilder.build());
// prevent screen from sleeping during handshake
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}
}
在此之后,您可以发送模型类(包括您需要的内容)。
private void broadcastMessage(ModelGameRecievedMessage broadcastedMessage, boolean isFinal) {
try {
if ( mParticipants != null && broadcastedMessage != null) {
byte[] bytes = Utils.serialize(broadcastedMessage);
// Send to every other participant.
for (Participant p : mParticipants) {
if (p.getParticipantId().equals(mMyId)) {
continue;
}
if (p.getStatus() != Participant.STATUS_JOINED) {
continue;
}
if (mRoomId != null) {
if (isFinal) {
// final score notification must be sent via reliable broadcastedMessage
Games.RealTimeMultiplayer.sendReliableMessage(mGoogleApiClient, null, bytes,
mRoomId, p.getParticipantId());
} else {
// it's an interim score notification, so we can use unreliable
Games.RealTimeMultiplayer.sendUnreliableMessage(mGoogleApiClient, bytes,
mRoomId, p.getParticipantId());
}
}
}
Logy.l("broadcastedMessage.getMessageTypeId(); " + broadcastedMessage.getMessageTypeId());
Logy.l("broadcastedMessage.getMessage(); " + broadcastedMessage.getMessage());
}
} catch (IOException e) {
e.printStackTrace();
}
}
最后,您可以访问其他设备上的数据:
@Override
public void onRealTimeMessageReceived(RealTimeMessage rtm) {
byte[] bufy = rtm.getMessageData();
ModelGameRecievedMessage recievedMessage = null;
try {
recievedMessage = (ModelGameRecievedMessage) Utils.deserialize(bufy);
Logy.l("recievedMessage.getMessageTypeId(); " + recievedMessage.getMessageTypeId());
Logy.l("recievedMessage.getMessage(); " + recievedMessage.getMessage());
} catch (Exception e) {
Logy.e("Exception onRealTimeMessageReceived deserialize: " + e);
}
switch (recievedMessage.getMessageTypeId()) {
case AppConstants.RC_MULTI_START_TIMEMILIS_MULTIPLAYER:
....