我目前正在使用FlappyBird风格的Android Studio编写游戏。我有两个冷却时间,可以让用户使用额外的能力。
在主游戏视图中,您可以看到2个灰色图像和一个计时器。计时器从10变为0,当达到零时,数字消失,图像变亮,用户知道他能够在暂停屏幕中激活该功能。
问题:
当游戏开始时,计时器也会启动并按我的意愿停机。但是如果用户进入暂停菜单,定时器应该停止,如果他离开,定时器应该再次运行。
我有一个
long startTime = 0;
和
long elapsedTime = (System.currentTimeMillis() - startTime) / 1000;
一切正常,但我无法长时间保存当前时间,也无法找到任何功能!
我知道代码很长但是重要的部分是在if语句GameState.Running中的drawWorld()方法中。
public class PlaneGame extends ApplicationAdapter{
private static final float PLANE_JUMP_IMPULSE = 350;
private static final float GRAVITY = -20;
private static final float PLANE_VELOCITY_X = 200;
private static final float PLANE_START_Y = 240;
private static final float PLANE_START_X = 50;
private static final int STATE_START = 0;
private static final int STATE_RUNNING = 1;
private static final int STATE_OVER = 2;
SpriteBatch batch;
OrthographicCamera camera;
OrthographicCamera uiCamera;
Texture background;
TextureRegion ground;
float groundOffsetX = 0;
TextureRegion ceiling;
TextureRegion rock;
TextureRegion rockDown;
TextureRegion planeSmall;
TextureRegion planeSmallBlack;
Animation plane;
TextureRegion ready;
TextureRegion gameOver;
TextureRegion pause;
BitmapFont font;
Vector2 planePosition = new Vector2();
Vector2 planeVelocity = new Vector2();
float planeStateTime = 0;
Vector2 gravity = new Vector2();
Array<Rock> rocks = new Array<Rock>();
GameState gameState = GameState.Start; /*neeeeeeewwwww*/
int score = 0;
long startTime = 0;
long startTime2;
long elapsedTime;
long savedTime;
boolean wantToSeeTime = true;
boolean wantToSeeTimePause = true;
float timeCdRock = 0;
float timeCdPlane = 0;
Rectangle rect1 = new Rectangle();
Rectangle rect2 = new Rectangle();
Music music;
Sound point;
Sound explode;
//this gets called repeatedly to run the game
@Override
public void render () {
//clear the screen so we can draw the next one
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
long saveTime = elapsedTime;
//update the position of the plane and rocks
updateWorld();
elapsedTime = saveTime;
//now draw the updated screen
drawWorld();
}
//initialize objects and load assets when game starts
@Override
public void create () {
startTime = TimeUtils.nanoTime(); /*Neeeewwwwwwwww !!!*/
Gdx.input.setInputProcessor(new GestureDetector(new MyGestureListener()));
batch = new SpriteBatch();
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
uiCamera = new OrthographicCamera();
uiCamera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
uiCamera.update();
font = new BitmapFont(Gdx.files.internal("arial.fnt"));
background = new Texture("background.png");
ground = new TextureRegion(new Texture("ground.png"));
ceiling = new TextureRegion(ground);
ceiling.flip(true, true);
rock = new TextureRegion(new Texture("rock.png"));
rockDown = new TextureRegion(rock);
rockDown.flip(false, true);
Texture frame1 = new Texture("plane1.png");
frame1.setFilter(TextureFilter.Linear, TextureFilter.Linear);
Texture frame2 = new Texture("plane2.png");
Texture frame3 = new Texture("plane3.png");
planeSmall = new TextureRegion(new Texture("planeSmall.png"));
planeSmallBlack = new TextureRegion(new Texture("planeSmallBlack.png"));
ready = new TextureRegion(new Texture("ready.png"));
gameOver = new TextureRegion(new Texture("gameover.png"));
pause = new TextureRegion(new Texture("pause.png"));
plane = new Animation(0.05f, new TextureRegion(frame1), new TextureRegion(frame2), new TextureRegion(frame3), new TextureRegion(frame2));
plane.setPlayMode(PlayMode.LOOP);
music = Gdx.audio.newMusic(Gdx.files.internal("music.mp3"));
music.setLooping(true);
music.play();
point = Gdx.audio.newSound(Gdx.files.internal("point.ogg"));
explode = Gdx.audio.newSound(Gdx.files.internal("explode.wav"));
resetWorld();
}
//reset the state of the game
private void resetWorld() {
score = 0;
startTime = 0;
groundOffsetX = 0;
planePosition.set(PLANE_START_X, PLANE_START_Y);
planeVelocity.set(0, 0);
gravity.set(0, GRAVITY);
camera.position.x = 400;
//randomize the position and direction of the rocks
rocks.clear();
for(int i = 0; i < 5; i++) {
boolean isDown = MathUtils.randomBoolean();
rocks.add(new Rock(700 + i * 200, isDown?480-rock.getRegionHeight(): 0, isDown? rockDown: rock));
}
}
//use the time elapsed since the last call to render() to determine how much to update the game
private void updateWorld() {
float deltaTime = Gdx.graphics.getDeltaTime();
planeStateTime += deltaTime;
/*if(Gdx.input.justTouched()) {
if(gameState == STATE_START) {
gameState = STATE_RUNNING;
}
if(gameState == STATE_RUNNING) {
planeVelocity.set(PLANE_VELOCITY_X, PLANE_JUMP_IMPULSE);
}
if(gameState == STATE_OVER) {
gameState = STATE_START;
resetWorld();
}
}*/
if(gameState != GameState.Start) planeVelocity.add(gravity);
planePosition.mulAdd(planeVelocity, deltaTime);
camera.position.x = planePosition.x + 350;
if(camera.position.x - groundOffsetX > ground.getRegionWidth() + 400) {
groundOffsetX += ground.getRegionWidth();
}
rect1.set(planePosition.x + 20, planePosition.y, plane.getKeyFrames()[0].getRegionWidth() - 20, plane.getKeyFrames()[0].getRegionHeight());
for(Rock r: rocks) {
//if the rock is off the screen, give it a new location in front of the plane
if(camera.position.x - r.position.x > 400 + r.image.getRegionWidth()) {
boolean isDown = MathUtils.randomBoolean();
r.position.x += 5 * 200;
r.position.y = isDown?480-rock.getRegionHeight(): 0;
r.image = isDown? rockDown: rock;
r.counted = false;
}
rect2.set(r.position.x + (r.image.getRegionWidth() - 30) / 2 + 20, r.position.y, 20, r.image.getRegionHeight() - 10);
//check if the plane crashed
if(rect1.overlaps(rect2)) {
if(gameState != GameState.GameOver) explode.play();
gameState = GameState.GameOver;
planeVelocity.x = 0;
}
//award a point for not crashing into a rock
if(r.position.x < planePosition.x && !r.counted) {
score++;
r.counted = true;
point.play();
}
}
//check if the plane crashed
if(planePosition.y < ground.getRegionHeight() - 20 ||
planePosition.y + plane.getKeyFrames()[0].getRegionHeight() > 480 - ground.getRegionHeight() + 20) {
if(gameState != GameState.GameOver) explode.play();
gameState = GameState.GameOver;
planeVelocity.x = 0;
}
}
//draw the background, rocks, and plane to the screen and possibly some ui text
private void drawWorld() {
elapsedTime = (System.currentTimeMillis() - startTime) / 1000;
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(background, camera.position.x - background.getWidth() / 2, 0);
for(Rock rock: rocks) {
batch.draw(rock.image, rock.position.x, rock.position.y);
}
batch.draw(ground, groundOffsetX, 0);
batch.draw(ground, groundOffsetX + ground.getRegionWidth(), 0);
batch.draw(ceiling, groundOffsetX, 480 - ceiling.getRegionHeight());
batch.draw(ceiling, groundOffsetX + ceiling.getRegionWidth(), 480 - ceiling.getRegionHeight());
batch.draw(plane.getKeyFrame(planeStateTime), planePosition.x, planePosition.y);
batch.end();
batch.setProjectionMatrix(uiCamera.combined);
batch.begin();
if(gameState == GameState.Start) {
batch.draw(ready, Gdx.graphics.getWidth() / 2 - ready.getRegionWidth() / 2, Gdx.graphics.getHeight() / 2 - ready.getRegionHeight() / 2);
}
if(gameState == GameState.GameOver) {
batch.draw(gameOver, Gdx.graphics.getWidth() / 2 - gameOver.getRegionWidth() / 2, Gdx.graphics.getHeight() / 2 - gameOver.getRegionHeight() / 2);
}
if(gameState == GameState.GameOver || gameState == GameState.Running) {
font.draw(batch, "" + score, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() - 60);
}
if(gameState == GameState.Running || gameState == GameState.Pause) {
//font.draw(batch, "" + (10 - elapsedTime), (Gdx.graphics.getWidth() / 2) / 3, Gdx.graphics.getHeight() - 260);
if(wantToSeeTime){
font.draw(batch, "" + (5 - elapsedTime), (Gdx.graphics.getWidth() / 2) / 3, Gdx.graphics.getHeight() - 260);
}
if((5 -(elapsedTime) > 0)) {
batch.draw(planeSmallBlack, (Gdx.graphics.getWidth() / 2) / 3, Gdx.graphics.getHeight() - 250);
}else {
batch.draw(planeSmall, (Gdx.graphics.getWidth() / 2) / 3, Gdx.graphics.getHeight() - 250);
wantToSeeTime = false;
}
}
if(gameState == GameState.Pause){
batch.draw(pause, Gdx.graphics.getWidth() / 2 - pause.getRegionWidth() / 2, Gdx.graphics.getHeight() / 2 - pause.getRegionHeight() / 2);
if(wantToSeeTimePause){
font.draw(batch, "" + (savedTime), (Gdx.graphics.getWidth() / 2) / 3, Gdx.graphics.getHeight() - 260);
}
}
batch.end();
}
//object to hold all pertinent information for a rock
static class Rock {
Vector2 position = new Vector2();
TextureRegion image;
boolean counted;
public Rock(float x, float y, TextureRegion image) {
this.position.x = x;
this.position.y = y;
this.image = image;
}
}
// Neeeeeeeewwwww
static enum GameState {
Start, Running, GameOver, Pause
}
private class MyGestureListener implements GestureDetector.GestureListener {
@Override
public boolean touchDown(float x, float y, int pointer, int button) {
return false;
}
@Override
public boolean tap(float x, float y, int count, int button) {
if(gameState == GameState.Start) {
gameState = GameState.Running;
startTime = System.currentTimeMillis();
}
if(gameState == GameState.Running) {
planeVelocity.set(PLANE_VELOCITY_X, PLANE_JUMP_IMPULSE);
}
if(gameState == GameState.GameOver) {
gameState = GameState.Start;
resetWorld();
}
/*if((gameState == GameState.Pause) && (count == 2)) {
planeVelocity.set(PLANE_VELOCITY_X, PLANE_JUMP_IMPULSE);
gravity.set(0,GRAVITY);
gameState = GameState.Running;
}*/
return true;
}
@Override
public boolean longPress(float x, float y) {
return false;
}
@Override
public boolean fling(float velocityX, float velocityY, int button) {
if(gameState == GameState.Running) {
planePosition.set(planePosition.x, planePosition.y);
planeVelocity.set(0,0);
gravity.set(0, 0);
savedTime = System.currentTimeMillis() / 1000;
wantToSeeTime = false;
wantToSeeTimePause = true;
gameState = GameState.Pause;
} else {
planeVelocity.set(PLANE_VELOCITY_X, PLANE_JUMP_IMPULSE);
gravity.set(0,GRAVITY);
wantToSeeTime = true;
wantToSeeTimePause = false;
elapsedTime -= savedTime;
gameState = GameState.Running;
}
/*if(gameState == GameState.Pause) {
planeVelocity.set(PLANE_VELOCITY_X, PLANE_JUMP_IMPULSE);
gravity.set(0,GRAVITY);
gameState = GameState.Running;
}*/
return true;
}
@Override
public boolean pan(float x, float y, float deltaX, float deltaY) {
return false;
}
@Override
public boolean panStop(float x, float y, int pointer, int button) {
return false;
}
@Override
public boolean zoom(float initialDistance, float distance) {
return false;
}
@Override
public boolean pinch(Vector2 initialPointer1, Vector2 initialPointer2, Vector2 pointer1, Vector2 pointer2) {
return false;
}
public void pinchStop() {
}
}
}
感谢您的帮助!
答案 0 :(得分:0)
您可以使用joda时间进行高级操作 请查看链接以供参考 http://www.joda.org/joda-time/userguide.html
答案 1 :(得分:0)
我将假设您的游戏作为循环的一部分运行。理想情况下,您应该拥有的是激活该能力的开始时间,该时间根据自上次循环迭代后经过的时间在冷却期间倒计时。例如,对于具有10秒冷却时间的能力:
final long abilityLength = 10 * 1000;
long cooldownRemaining = 0;
long lastTimestamp;
boolean isPaused = false;
private void doAbility() {
if (cooldownRemaining <= 0) {
cooldownRemaining = abilityLength;
}
}
public void main(int[] args) {
lastTimestamp = System.currentTimeMillis();
while(true) { // your main game loop
// Time (in ms) elapsed since the last iteration of this loop
long delta = System.currentTimeMillis() - lastTimestamp;
... // Other game code
if (cooldownRemaining > 0 && !isPaused) {
// Subtract the delta from the remaing cooldown time.
cooldownRemaining -= delta;
}
lastTimeStamp = System.currentTimeMillis();
}
}