我已经完成了一些研究,我发现的很多文章都是关于如何在应用程序(LibGDX)中存储水平,高分,选项等数据。但这些解决方案都没有对我有用。我阅读了类Preferences的LibGDX描述,并搜索了StackOverflow以获得如何使用它的答案。
我想要做的就是保存应用级别,以便用户在重新进入应用时不必重新开始
偏好设置(LibGDX) - https://github.com/libgdx/libgdx/wiki/Preferences
但是当我输入libGDX向我显示的代码时,没有发生任何事情。使用“首选项”是否足以输入此代码或者我是否还需要执行其他操作?
// LibGDX - create()
Preferences prefs = Gdx.app.getPreferences("My Preferences");
// LibGDX - render()
prefs.putString("name", "Donald Duck");
String name = prefs.getString("name", "No name stored");
prefs.putBoolean("soundOn", true);
prefs.putInteger("highscore", 10);
// bulk update your preferences
prefs.flush();
完成此操作后,我必须获取写入文件的数据,名为"我的偏好设置"在这种情况下,从那里得到它?但是,我在哪里可以在Android中找到此文件,因为LibGDX显示了Windows的路径。
%UserProfile%/.prefs/My Preferences
顺便说一句,我是否需要创建一个名为"我的偏好"在使用此类之前,还是首选项会创建文件本身?
LibGDX提供的代码是否按特定顺序排列?我知道我必须首先创建一个Preferences变量,然后创建要存储在文件中的值。但除此之外呢?我使用错误的LibGDX方法将代码放入? (create(),render())。
我试着写代码
Preferences pref = Gdx.app.getPreferences("somefile");
pref.putString("name", "Menyo");
pref.putInteger("level", 20);
从链接中查看是否有效。但它看起来并不像。我在代码中遗漏了什么吗?或者它是一个我缺少需要创建的文件?
研究链接:
Using LibGDX with Android Preferences
Android libgdx preferences not working
http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=6365#p32981
Android libgdx preferences not working
编辑:
我得到了我的要求的解释,但我需要更多信息。在我的LibGDX应用程序中,我有方法渲染,在该方法中我有menu(),game()。而且我不应该在render方法中调用Preferences?它们应该在哪里调用,因为只有在create()方法中它们才会被调用一次?
我认为退出应用程序时可以调用Preferences(Prefs)方法来保存关卡数据。但它没有用,应用程序仍然可以回到第一级。所以我决定在这里发布我的代码,这样每个人都可以看到我做错了什么。
(您可以使用 CTRL + F 查找变量"级别"以及" prefs"代码中的所有位置)
package com.game.whatstheanswer;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.GlyphLayout;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
public class MyGdxGame extends ApplicationAdapter implements InputProcessor {
private SpriteBatch batch;
private GAME STATE;
private BitmapFont font;
private BitmapFont fontTextAdjustment;
private GlyphLayout layout;
private String message;
private Texture logo;
private Texture questionmarks;
private Texture keyboard;
private Texture btnReset;
private Texture btnMenu;
@Override
public void create () {
batch = new SpriteBatch();
// Configure the Android keyboard
Gdx.input.setInputProcessor(this);
isAndroidKeyboardShowing = true;
// Menu logo
logo = new Texture("logo.png");
questionmarks = new Texture("questionmarks.png");
//level = 1;
STATE = GAME.MENU;
btnPlay = new Texture("play.png");
btnInfo = new Texture("info.png");
btnQuit = new Texture("quit.png");
// The game over menu
btnMenu = new Texture("menu.png");
btnReset = new Texture("reset.png");
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("Amethysta.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = 66;
font = generator.generateFont(parameter); // font size 66 pixels
parameter.size = 28;
fontTextAdjustment = generator.generateFont(parameter);
generator.dispose(); // don't forget to dispose to avoid memory leaks!
layout = new GlyphLayout();
keyboard = new Texture("keyboard/keyboard.png");
userInput = "";
message = "";
/*
prefs = Gdx.app.getPreferences("com.game.whatstheanswer.settings");
String name = prefs.getString("Level", "0");*/
prefs = new Prefs();
}
private Prefs prefs;
//private static Preferences prefs;
//private String letter;
private String userInput;
private String answer;
private int level;
@Override
public void render () {
Gdx.gl.glClearColor(255, 255, 255, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
//STATE = GAME.OVER;
switch (STATE) {
case MENU: menu(); break;
case PLAY:
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game();
break;
case PAUSE: break;
case RESUME: break;
case OVER: gameComplete(); break;
}
batch.end();
}
private Texture btnPlay, btnInfo, btnQuit;
private void menu() {
// Draw a colorful background
batch.draw(logo, Gdx.graphics.getWidth()/2 - logo.getWidth()/2, Gdx.graphics.getHeight() - logo.getHeight());
batch.draw(questionmarks, Gdx.graphics.getWidth()/2 - logo.getWidth()/2, Gdx.graphics.getHeight() - logo.getHeight() - 460);
batch.draw(btnPlay, Gdx.graphics.getWidth() / 2 - btnPlay.getWidth() / 2, 600);
batch.draw(btnInfo, Gdx.graphics.getWidth() / 2 - btnInfo.getWidth() / 2, 400);
batch.draw(btnQuit, Gdx.graphics.getWidth() / 2 - btnQuit.getWidth() / 2, 200);
// Play button
if (Gdx.input.justTouched() &&
Gdx.input.getX() >= Gdx.graphics.getWidth()/2 - btnPlay.getWidth()/2 &&
Gdx.input.getX() <= (Gdx.graphics.getWidth()/2 - btnPlay.getWidth()/2) + btnPlay.getWidth() &&
Gdx.input.getY() >= Gdx.graphics.getHeight() - 600 - btnPlay.getHeight() &&
Gdx.input.getY() <= Gdx.graphics.getHeight() - 600) {
STATE = GAME.PLAY;
isAndroidKeyboardShowing = true;
System.out.println("Main Menu: Play");
}
// Info button
if (Gdx.input.justTouched() &&
Gdx.input.getX() >= Gdx.graphics.getWidth()/2 - btnPlay.getWidth()/2 &&
Gdx.input.getX() <= (Gdx.graphics.getWidth()/2 - btnPlay.getWidth()/2) + btnPlay.getWidth() &&
Gdx.input.getY() >= Gdx.graphics.getHeight() - 400 - btnPlay.getHeight() &&
Gdx.input.getY() <= Gdx.graphics.getHeight() - 400) {
System.out.println("Main Menu: Info");
}
// Quit button
if (Gdx.input.justTouched() &&
Gdx.input.getX() >= Gdx.graphics.getWidth()/2 - btnPlay.getWidth()/2 &&
Gdx.input.getX() <= (Gdx.graphics.getWidth()/2 - btnPlay.getWidth()/2) + btnPlay.getWidth() &&
Gdx.input.getY() >= Gdx.graphics.getHeight() - 200 - btnPlay.getHeight() &&
Gdx.input.getY() <= Gdx.graphics.getHeight() - 200) {
level = prefs.getLevel();
Gdx.app.exit();
System.out.println("Main Menu: Quit");
}
}
/*
public void increaseLevel() {
prefs.putString("Level", String.valueOf(level));
prefs.flush();
Gdx.app.log("level", level+"");
}*/
private void game() {
// Set the color of the text
font.setColor(Color.WHITE);
level = prefs.getLevel();
/*
font.draw(batch, "MENU", 120, Gdx.graphics.getHeight() - 80);
font.draw(batch, "CLEAR", 420, Gdx.graphics.getHeight() - 80);
font.draw(batch, "SOLVE", 740, Gdx.graphics.getHeight() - 80);*/
font.draw(batch, "MENU", Gdx.graphics.getWidth()/7, Gdx.graphics.getHeight() - 80);
font.draw(batch, "CLEAR", (((7/2)*Gdx.graphics.getWidth()/7)), Gdx.graphics.getHeight() - 80);
font.draw(batch, "SOLVE", 5*Gdx.graphics.getWidth()/7, Gdx.graphics.getHeight() - 80);
System.out.println(userInput);
layout.setText(font, "Question " + level);
font.draw(batch, "Question " + level, Gdx.graphics.getWidth()/2 - layout.width/2, 5*Gdx.graphics.getHeight()/6);
switch (level) {
default: break;
// my cases are in here, removed them to shortned the code
case 1: break;
case 2: break;
...
case n: break;
}
// The user input
layout.setText(font, userInput);
font.draw(batch, userInput, Gdx.graphics.getWidth() / 2 - layout.width / 2, 880);
//layout.setText(font, letter = "Q");
drawnKeyboard();
inputKeyboard();
ShapeRenderer shapeRenderer = new ShapeRenderer();
shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
shapeRenderer.setColor(com.badlogic.gdx.graphics.Color.WHITE);
// Horizontal line, user input above it
shapeRenderer.rectLine(110, 800, Gdx.graphics.getWidth() - 110, 800, 4); // shapeRenderer.rectLine(120, 800, 940, 800, 4);
shapeRenderer.end();
}
// Questions on one line
private void msgOneLine(String message, String answer) {
this.message = message;
this.answer = answer;
layout.setText(font, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width/2, 1200);
}
private void msgTwoLines(String msg1, String msg2, String answer) {
this.message = msg1;
this.answer = answer;
layout.setText(fontTextAdjustment, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width - 80, 1200);
message = msg2;
layout.setText(fontTextAdjustment, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width - 80, 1200 - layout.height - 50);
}
private void msgThreeLines(String msg1, String msg2, String msg3, String answer) {
this.message = msg1;
this.answer = answer;
layout.setText(fontTextAdjustment, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width - 80, 1200);
message = msg2;
layout.setText(fontTextAdjustment, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width - 80, 1200 - layout.height - 50);
message = msg3;
layout.setText(fontTextAdjustment, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width - 80, 1200 - layout.height - 120);
}
private void msgFourLines(String msg1, String msg2, String msg3, String msg4, String answer) {
this.message = msg1;
this.answer = answer;
layout.setText(fontTextAdjustment, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width - 80, 1200);
message = msg2;
layout.setText(fontTextAdjustment, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width - 80, 1200 - layout.height - 50);
message = msg3;
layout.setText(fontTextAdjustment, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width - 80, 1200 - layout.height - 120);
message = msg4;
layout.setText(fontTextAdjustment, message);
font.draw(batch, message, (Gdx.graphics.getWidth() / 2) - layout.width - 80, 1200 - layout.height - 190);
}
private void drawnKeyboard() {
batch.draw(keyboard, 440, 400);
}
private boolean isAndroidKeyboardShowing;
private void inputKeyboard() {
if (Gdx.input.justTouched()) {
System.out.println("(" + Gdx.input.getX() + ", " + Gdx.input.getY() + ")");
// ####################### BOTTOM BUTTONS #######################
// Menu button
if (Gdx.input.getX() > 76 && Gdx.input.getX() < 350 && Gdx.input.getY() > 40 && Gdx.input.getY() < 116) {
STATE = GAME.MENU;
isAndroidKeyboardShowing = false;
}
// Clear button
if (Gdx.input.getX() > 350 && Gdx.input.getX() < 676 && Gdx.input.getY() > 40 && Gdx.input.getY() < 116) {
userInput = "";
}
// Solve button
if (Gdx.input.getX() > 676 && Gdx.input.getX() < 976 && Gdx.input.getY() > 40 && Gdx.input.getY() < 116) {
System.out.println("SOLVE");
solve();
}
}
// Android keyboard
Gdx.input.setOnscreenKeyboardVisible(isAndroidKeyboardShowing);
}
// The solve algorithm
private void solve() {
if (userInput.equalsIgnoreCase(answer)) {
//level++;
prefs.increaseLevel();
userInput = "";
}
userInput = "";
}
@Override
public boolean keyDown(int keycode) {
switch (keycode) {
// Numbers
case Input.Keys.NUM_0: userInput += '0'; break;
case Input.Keys.NUM_1: userInput += '1'; break;
case Input.Keys.NUM_2: userInput += '2'; break;
case Input.Keys.NUM_3: userInput += '3'; break;
case Input.Keys.NUM_4: userInput += '4'; break;
case Input.Keys.NUM_5: userInput += '5'; break;
case Input.Keys.NUM_6: userInput += '6'; break;
case Input.Keys.NUM_7: userInput += '7'; break;
case Input.Keys.NUM_8: userInput += '8'; break;
case Input.Keys.NUM_9: userInput += '9'; break;
// All english letters
case Input.Keys.A: userInput += 'A'; break;
case Input.Keys.B: userInput += 'B'; break;
case Input.Keys.C: userInput += 'C'; break;
case Input.Keys.D: userInput += 'D'; break;
case Input.Keys.E: userInput += 'E'; break;
case Input.Keys.F: userInput += 'F'; break;
case Input.Keys.G: userInput += 'G'; break;
case Input.Keys.H: userInput += 'H'; break;
case Input.Keys.I: userInput += 'I'; break;
case Input.Keys.J: userInput += 'J'; break;
case Input.Keys.K: userInput += 'K'; break;
case Input.Keys.L: userInput += 'L'; break;
case Input.Keys.M: userInput += 'M'; break;
case Input.Keys.N: userInput += 'N'; break;
case Input.Keys.O: userInput += 'O'; break;
case Input.Keys.P: userInput += 'P'; break;
case Input.Keys.Q: userInput += 'Q'; break;
case Input.Keys.R: userInput += 'R'; break;
case Input.Keys.S: userInput += 'S'; break;
case Input.Keys.T: userInput += 'T'; break;
case Input.Keys.U: userInput += 'U'; break;
case Input.Keys.V: userInput += 'V'; break;
case Input.Keys.W: userInput += 'W'; break;
case Input.Keys.X: userInput += 'X'; break;
case Input.Keys.Y: userInput += 'Y'; break;
case Input.Keys.Z: userInput += 'Z'; break;
// Special keys
case Input.Keys.ENTER: solve(); break;
case Input.Keys.BACKSPACE:
if (userInput.length() > 0)
userInput = userInput.substring(0, userInput.length()-1);
break;
}
return true;
}
private void gameComplete() {
font.setColor(Color.BLACK);
layout.setText(font, "Play again? Reset?");
font.draw(batch, "Play again? Reset?", Gdx.graphics.getWidth()/2 - layout.width/2, Gdx.graphics.getHeight() - 400);
batch.draw(btnMenu, Gdx.graphics.getWidth() / 2 - btnMenu.getWidth() / 2, 600);
batch.draw(btnReset, Gdx.graphics.getWidth() / 2 - btnReset.getWidth() / 2, 400);
batch.draw(btnQuit, Gdx.graphics.getWidth() / 2 - btnQuit.getWidth() / 2, 200);
// Menu button
if (Gdx.input.justTouched() &&
Gdx.input.getX() >= Gdx.graphics.getWidth()/2 - btnMenu.getWidth()/2 &&
Gdx.input.getX() <= (Gdx.graphics.getWidth()/2 - btnMenu.getWidth()/2) + btnMenu.getWidth() &&
Gdx.input.getY() >= Gdx.graphics.getHeight() - 600 - btnMenu.getHeight() &&
Gdx.input.getY() <= Gdx.graphics.getHeight() - 600) {
STATE = GAME.MENU;
System.out.println("Game Over Menu: Menu");
}
// Reset button
if (Gdx.input.justTouched() &&
Gdx.input.getX() >= Gdx.graphics.getWidth()/2 - btnReset.getWidth()/2 &&
Gdx.input.getX() <= (Gdx.graphics.getWidth()/2 - btnReset.getWidth()/2) + btnReset.getWidth() &&
Gdx.input.getY() >= Gdx.graphics.getHeight() - 400 - btnReset.getHeight() &&
Gdx.input.getY() <= Gdx.graphics.getHeight() - 400) {
level = 1;
System.out.println("Game Over Menu: Reset");
}
// Quit button
if (Gdx.input.justTouched() &&
Gdx.input.getX() >= Gdx.graphics.getWidth()/2 - btnQuit.getWidth()/2 &&
Gdx.input.getX() <= (Gdx.graphics.getWidth()/2 - btnQuit.getWidth()/2) + btnQuit.getWidth() &&
Gdx.input.getY() >= Gdx.graphics.getHeight() - 200 - btnQuit.getHeight() &&
Gdx.input.getY() <= Gdx.graphics.getHeight() - 200) {
Gdx.app.exit();
System.out.println("Game Over Menu: Quit");
}
}
// Usual input
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}
修改 对不起,我试图实现你给我的代码,但我仍然做错了。我的所有方法game(),menu(),gameComplete()都在batch.begin()和batch.end()之间的render()方法中。 我需要在关闭应用时保存关卡。
但是我如何检查实际发生的事情以便我知道我的偏好是否已创建?此外,如果不建议在render()方法中调用首选项,我应该在哪里给他们打电话? create()方法只调用一次首选项,因此不会保存级别。
答案 0 :(得分:0)
无需创建My Preferences
,它会创建自己。与偏好相关的工作不应该在render
方法中完成。
在Android上,使用系统的[SharedPreferences] [1]类。这意味着首选项将在应用更新后继续存在,但在卸载应用时会被删除。 SharedPreferences将私有原始数据存储在键值对中。
public class TestGame2 extends Game {
public Prefs prefs;
@Override
public void create() {
prefs=new Prefs();
System.out.printf("Current Sound Status"+prefs.hasSound());
// I need to to change sound Status
prefs.setSound(false);
//Now sound is off
}
public void playSound(){
if(prefs.hasSound()) {
Sound sound=Gdx.audio.newSound("....");
sound.play();
}
}
public void startGame(){
//what is my previous highest saved game level, last time
int level=prefs.getLevel();
}
public void levelCompleted(){
// wow last Level completed so now i need to increase level
prefs.increaseLevel();
}
}
Prefs是:
public class Prefs {
private Preferences pref ;
private boolean hasSound;
private int completedLevel;
public Prefs(){
pref = Gdx.app.getPreferences("My Preferences");
hasSound = pref.getBoolean("hasSound",true);
completedLevel=pref.getInteger("level",0);
}
public void setSound(boolean hasSound){
this.hasSound=hasSound;
pref.putBoolean("hasSound",hasSound);
pref.flush();
}
public boolean hasSound(){
return hasSound;
}
//should be called once when we need to increase my level
public void increaseLevel(){
completedLevel++;
pref.putInteger("level",completedLevel);
pref.flush();
}
public int getLevel(){
return completedLevel;
}
}
修改强>
使用相同的计数器。
boolean isDataSaved;
private void gameComplete() { // your method
if(!isDataSaved){
levelCompleted();
isDataSaved=true;
}
font.setColor(Color.BLACK);
layout.setText(font, "Play again? Reset?");
}
private void menu() {
isDataSaved=false;
}
您已经在startGame()
方法中使用了game
的代码。