我有一个countDownTimer,如果用户在第12秒内未点击gameButton我想要调用gameOver方法。问题我或者在countDownTimer为12时立即调用游戏函数,或者计时器只是继续倒计时。所以我试图使用postDelayed()方法给用户一个完整的秒来点击按钮并让countDownTimer继续,但正如我的代码现在,游戏停在12,无论如何。
import android.app.Activity;
import android.os.CountDownTimer;
import android.os.Handler;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;
import android.widget.TextView;
import android.widget.Toast;
public class GameScreen extends Activity {
private TextView time;
private Button start;
private Button cancel;
private Button gameButton;
private CountDownTimer countDownTimer;
public static int count = 0;
public static int countFail = 0;
final Handler handler = new Handler();
final Runnable r = new Runnable() {
public void run() {
handler.postDelayed(this, 1000);
gameOver();
}
};
private View.OnClickListener btnClickListener = new View.OnClickListener(){
@Override
public void onClick(View v) {
switch(v.getId()){
case R.id.start_ID :
start();
break;
case R.id.cancel :
cancel();
break;
case R.id.gameButton_ID :
gameButton();
break;
}
}
};
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_game_screen);
start = (Button) findViewById(R.id.start_ID);
start.setOnClickListener(btnClickListener);
cancel = (Button) findViewById(R.id.cancel);
cancel.setOnClickListener(btnClickListener);
time = (TextView) findViewById(R.id.time);
gameButton = (Button) findViewById(R.id.gameButton_ID);
gameButton.setOnClickListener(btnClickListener);
}
public void start(){
time.setText("16");
//This doesn't work and makes app crash when you hit start button
countDownTimer = new CountDownTimer(16 * 1000, 1000) {
@Override
public void onTick(long millsUntilFinished){
time.setText("" + millsUntilFinished / 1000);
//turns textview string to int
int foo = Integer.parseInt(time.getText().toString());
if(time.getText().equals("12")){
r.run();
}
}
public void onFinish() {
time.setText("Done !");
}
};
countDownTimer.start();
}
private void cancel(){
if(countDownTimer != null){
countDownTimer.cancel();
countDownTimer = null;
}
}
private void gameOver(){
Toast.makeText(getApplicationContext(), "You scored " + count, Toast.LENGTH_SHORT).show();
count = 0;
countFail = 0;
cancel();
}
private void gameButton(){
int foo = Integer.parseInt(time.getText().toString());
if(foo % 2 == 0 ) {
Toast.makeText(getApplicationContext(), "PASS", Toast.LENGTH_SHORT).show();
handler.removeCallbacks(r);
++count;
}
else{
gameOver();
}
}
}
答案 0 :(得分:52)
你几乎正在使用postDelayed(Runnable, long)
,但不完全正确。我们来看看你的Runnable。
final Runnable r = new Runnable() {
public void run() {
handler.postDelayed(this, 1000);
gameOver();
}
};
当我们调用r.run();
时,它要做的第一件事是告诉你的handler
在1000毫秒后运行相同的Runnable,然后调用gameOver()
。这实际上会导致你的gameOver()
方法被调用两次:一次立即调用,第二次处理程序完成后等待1000毫秒。
相反,您应该将Runnable更改为:
final Runnable r = new Runnable() {
public void run() {
gameOver();
}
};
并称之为:
handler.postDelayed(r, 1000);
希望这有帮助。
答案 1 :(得分:2)
下面是我使用的代码,其功能与接受的答案相同,但编写和理解起来非常简单。
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
@Override
public void run() {
//Write whatever to want to do after delay specified (1 sec)
Log.d("Handler", "Running Handler");
}
}, 1000);
答案 2 :(得分:1)
Thread(Runnable {
// background work here ...
Handler(Looper.getMainLooper()).postDelayed(Runnable {
// Update UI here
}, 10000) //it will wait 10 sec before upate ui
}).start()
答案 3 :(得分:0)
不推荐使用无参数的 Handler 构造函数,并且不使用 lambdas 也会使代码看起来很笨拙,所以话虽如此,以下是它看起来更现代的用法:
final Runnable _r_ = new Runnable(){...};
Handler handler = new Handler(Looper.getMainLooper());
handler.postDelayed(() -> _r_.run(), 666);
您也可以更新它以使用方法引用
handler.postDelayed(_r_::run(), 666);
或者更简单的只有一个限定符
handler.postDelayed(_r_, 666);