我有两个班级:
MainPanel(我定义了一些方法) MainThread(我使用这些方法循环创建经典游戏结构)
在MainPanel类中,我有这个方法来捕获是否按下了一个键
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
switch(keyCode) {
case KeyEvent.KEYCODE_DPAD_UP:
Log.i(TAG,"key up was pressed");
return true;
}
return false;
}
它工作正常,我的问题是,是否可以将onKeyDown创建为正确的方法并在循环中使用它来避免监听器。我们的想法是在MainPanel中定义一个这样的方法:
public void myOwnOnKeyDown(int keyCode, KeyEvent event) {
switch(keyCode) {
case KeyEvent.KEYCODE_DPAD_UP:
Log.i(TAG,"key up was pressed");
}
}
然后,将它调用到MainThread类的循环中,就像这样......
public class MainThread extends Thread {
//...
public void loop() {
Canvas canvas;
KeyEvent event; Log.d(TAG, "Starting game loop");
while (running) {
this.MainPanel.MyOwnOnKeyDown(keyCode, event);
this.MainPanel.moveElements();
this.MailPanel.drawElements(canvas);
}
}
在以下行我不知道如何传递参数keyCode ...
this.MainPanel.MyOwnOnKeyDown(keyCode, event);
有可能吗?
提前致谢
答案 0 :(得分:3)
看起来你正在尝试创作游戏或其他类似类型的程序。
在主循环中,你试图调用自己的keydown方法,你应该调用像“handleInput()”这样的方法,然后你真正的Android keydown方法的实现应该添加事件信息(keycode)等)到队列集合。然后handleInput()方法将处理自上次循环以来已经发生的所有按键(在队列中)。
以下是游戏的主循环示例:
public void run() {
initializeState();
while (stillRunning) { // stillRunning is a flag that signals the user wants to exit
while(isPaused() && stillRunning) { // isPaused is a flag that is set in the if the user selects pause
try {
sleep(100);
} catch (InterruptedException e) {
}
}
if(!stillRunning)
break;
Canvas c = null;
try {
c = surfaceHolder.lockCanvas(null); // the game uses a Surface view for drawing
synchronized (surfaceHolder) {
updateState(); // update game entities - such as remove explosions that are finished, etc.
handleInput(); // handle user input (key presses, screen touches, etc.)
updatePhysics(); // collision detection, speed changes due to gravity, etc.
updateAnimations(); // update which frames need to draw for animating entities
updateSound(); // start/stop any sounds required by new game state/events
updateVideo(c); // draw the next frame of video
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
具有此循环的类还有一个队列,用于保存来自播放器的所有事件:
private ConcurrentLinkedQueue<GameEvent> eventQueue = new ConcurrentLinkedQueue<GameEvent>();
“GameEvent”类有一个时间戳记(当事件发生时)。然后是子类,如KeyGameEvent(用于键盘事件)和TouchGameEvent(用于屏幕触摸),ScrollGameEvent,LongPressGameEvent(TouchGameEvent的子类)等。
以下是一个例子:
public class KeyGameEvent extends GameEvent {
public int keyCode;
public KeyEvent keyEvt;
public boolean up;
public KeyGameEvent(int keyCode, boolean keyUp, KeyEvent evt) {
this.keyCode = keyCode;
this.up = keyUp;
this.keyEvt = evt;
}
}
然后将这些GameEvent类实例化并放置在标准Android事件处理程序方法的队列中,例如:
public boolean onKeyDown(int keyCode, KeyEvent event) {
KeyGameEvent kge = new KeyGameEvent(keyCode, false, evt);
eventQueue.add(kge);
return true;
}
public boolean onKeyUp(int keyCode, KeyEvent event) {
KeyGameEvent kge = new KeyGameEvent(keyCode, true, evt);
eventQueue.add(kge);
return true;
}
public void onLongPress(MotionEvent evt) {
LongPressGestureGameEvent lpe = new LongPressGestureGameEvent(evt);
eventQueue.add(lpe);
}
最后,handleInput()方法如下所示:
private void handleInput() {
while(true) {
GameEvent evt = eventQueue.poll();
if(evt == null)
break;
if(evt instanceof KeyGameEvent) {
processKeyGameEvent((KeyGameEvent)evt);
}
else if(evt instanceof TouchGameEvent) {
processTouchGameEvent((TouchGameEvent)evt);
}
// ... etc. for the different types of events.
}
}
显然(我希望)在由handeInput()调用的processKeyGameEvent()等方法中,你实际上检查了哪些键是被按下/释放的,并让你的游戏逻辑做任何适合这种按键操作的东西/释放。
如果您的游戏只对键盘输入事件感兴趣(而不是触摸等),那么您可以放弃创建GameEvent类层次结构,只需将onKeyDown()接收的KeyEvent放入队列即可。
答案 1 :(得分:1)
我认为你想要做的是设置一个变量,如果一个键是活动的,并在你的主循环引用中。
例如:在MainPanel中有一些类字段,例如:
// some constants
static int NONE = 0;
static int UP = 1;
static int DOWN = 2;
static int LEFT = 3;
static int RIGHT = 4;
// state fields
private volatile int movement = NONE;
private volatile boolean jumping = false;
然后你的onKeyDown看起来类似于:
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
switch(keyCode) {
case KeyEvent.KEYCODE_DPAD_UP:
Log.i(TAG,"key up was pressed");
movement = UP;
return true;
}
return false;
}
和onKeyUp看起来类似于:
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
switch(keyCode) {
case KeyEvent.KEYCODE_DPAD_UP:
Log.i(TAG,"key up was pressed");
movement = NONE;
return true;
}
return false;
}
你的主循环看起来像:
while (running) {
if (this.movement == UP) {
// update stuff
} else if (this.movement == DOWN) {
// update other stuff
} // etc ...
this.MainPanel.moveElements();
this.MailPanel.drawElements(canvas);
}
您可能需要更复杂的逻辑来跟踪按键操作,但这会将按钮事件与更新分开,以便您可以持续移动。