更新adt并使eclipse行为更加稳定。我决定下一个合乎逻辑的步骤是在我的乒乓球游戏中添加一个得分系统。目前还没有碰撞检测,但当球在屏幕上移动时,它会更新分数。我意识到的问题是得分可能在我的线程类中更新但从未在oncreate方法中更新。如何修改我的代码以允许在线程之外更新分数?这是代码
这是on create
的主要类package com.TheGame;
import android.app.Activity;
import android.os.Bundle;
import android.util.Log;
import android.view.Menu;
import android.view.MenuItem;
import android.widget.EditText;
import android.widget.TextView;
import com.TheGame.gameview.LunarThread;
import android.graphics.*;
import android.widget.*;
public class basicgame extends Activity {
/** Called when the activity is first created. */
/** A handle to the thread that's actually running the animation. */
private LunarThread mLunarThread;
/** A handle to the View in which the game is running. */
private gameview mLunarView;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
// score.setTextSize(20);
mLunarView = (gameview) findViewById(R.id.lunar);
TextView score =(TextView)findViewById(R.id.scoreview);
score.setText(mLunarView.playerscore);
mLunarView.postInvalidate();
// score.setTextColor(Color.RED);
//setContentView(mLunarView);
// setContentView(linearLayout);
// mLunarView.addView(score);
//mLunarThread = mLunarThread.getThread();
// give the LunarView a handle to the TextView used for messages
}
}
这里是线程和视图类
package com.TheGame;
import android.content.Context;
import android.graphics.*;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.RectF;
import android.graphics.drawable.Drawable;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.util.AttributeSet;
import android.view.KeyEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.View;
import android.widget.EditText;
import android.widget.TextView;
import android.util.*;
import android.view.*;
import android.app.Activity;
import android.view.Window;
import android.util.DisplayMetrics;
import android.graphics.drawable.BitmapDrawable;
public class gameview extends SurfaceView implements SurfaceHolder.Callback
{
public float player1y =0;
public float player2y =0;
public String playerscore = "";
int player1score =0;
int player2score = 0;
public class LunarThread extends Thread {
int x =0;
int y = 0;
int velx = 3;
int vely = 3;
DisplayMetrics display = new DisplayMetrics();
Drawable background;
private Drawable mBackgroundImage;
private Drawable player1;
private Drawable player2;
/** Message handler used by thread to interact with TextView */
private Handler mHandler;
/** Indicate whether the surface has been created & is ready to draw */
private boolean mRun = false;
/** Scratch rect object. */
/** Handle to the surface manager object we interact with */
private SurfaceHolder mSurfaceHolder;
public LunarThread(SurfaceHolder surfaceHolder, Context context,
Handler handler) {
// get handles to some important objects
mSurfaceHolder = surfaceHolder;
mHandler = handler;
mContext = context;
Resources res = context.getResources();
// cache handles to our key sprites & other drawables
playerscore = "Player 1: "+ player1score +" Player 2: " + player2score;
// load background image as a Bitmap instead of a Drawable b/c
// we don't need to transform it and it's faster to draw this way
mBackgroundImage = getResources().getDrawable(R.drawable.icon);
background = getResources().getDrawable(R.drawable.kittens);
player1 = getResources().getDrawable(R.drawable.paddle);
player2 = getResources().getDrawable(R.drawable.paddle);
}
@Override
public void run() {
while (mRun) {
Canvas c = null;
try {
c = mSurfaceHolder.lockCanvas(null);
synchronized (mSurfaceHolder) {
doDraw(c);
}
} 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) {
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
public void setRunning(boolean b) {
mRun = b;
}
public void setSurfaceSize(int width, int height) {
// synchronized to make sure these all change atomically
synchronized (mSurfaceHolder) {
}
}
boolean doKeyDown(int keyCode, KeyEvent msg) {
synchronized (mSurfaceHolder) {
return false;
}
}
private void doDraw(Canvas canvas) {
canvas.save();
canvas.drawColor(Color.BLACK);
//Rect moverrect = mBackgroundImage.copyBounds();
background.setBounds(0,0,canvas.getWidth(),canvas.getHeight());
mBackgroundImage.setBounds(x, y,x+ 100,y+ 100);
player1.setBounds(0, (int)player1y, 50, (int)player1y+75);
player2.setBounds(canvas.getWidth()-50,(int)player2y,canvas.getWidth(),(int)player2y+75);
// Log.i("game","X "+x + " Y "+y );
background.draw(canvas);
mBackgroundImage.draw(canvas);
player1.draw(canvas);
player2.draw(canvas);
if(player1y<0)
{
player1y =0;
}
if(player1y>canvas.getHeight()-75)
{
player1y = canvas.getHeight()-75;
}
if(player2y<0)
{
player2y =0;
}
if(player2y>canvas.getHeight()-75)
{
player2y = canvas.getHeight()-75;
}
int sizex = canvas.getWidth()-100;
int sizey = canvas.getHeight()-100;
x+=velx;
y+=vely;
if(x<0)
{
//x=0;
//velx*=-1;
x = canvas.getWidth()/2;
player2score++;
}
if(y<0)
{
y=0;
vely*=-1;
}
if(x>sizex)
{
//x=sizex;
//velx*=-1;
x = canvas.getWidth()/2;
player1score++;
}
if(y>sizey)
{
y=sizey;
vely*=-1;
}
canvas.restore();
//
// invalidate();
}
public LunarThread getThread() {
return thread;
}
private float mPosX;
private float mPosY;
private float mLastTouchX;
private float mLastTouchY;
private static final int INVALID_POINTER_ID = -1;
// The ‘active pointer’ is the one currently moving our object.
private int mActivePointerId = INVALID_POINTER_ID;
/* Callback invoked when the surface dimensions change. */
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
thread.setSurfaceSize(width, height);
}
/*
* Callback invoked when the Surface has been created and is ready to be
* used.
*/
public void surfaceCreated(SurfaceHolder holder) {
// start the thread here so that we don't busy-wait in run()
// waiting for the surface to be created
thread.setRunning(true);
thread.start();
}
/*
* Callback invoked when the Surface has been destroyed and must no longer
* be touched. WARNING: after this method returns, the Surface/Canvas must
* never be touched again!
*/
public void surfaceDestroyed(SurfaceHolder holder) {
// we have to tell thread to shut down & wait for it to finish, or else
// it might touch the Surface after we return and explode
boolean retry = true;
thread.setRunning(false);
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
}
/** Handle to the application context, used to e.g. fetch Drawables. */
private Context mContext;
/** Pointer to the text view to display "Paused.." etc. */
private TextView mStatusText;
@Override
public boolean onTouchEvent(MotionEvent ev) {
final int action = ev.getAction();
switch (action) {
case MotionEvent.ACTION_MOVE: {
// Find the index of the active pointer and fetch its position
int pointerCount = ev.getPointerCount();
for (int i = 0; i < pointerCount; i++) {
float p1y = ev.getY(i);
float p1x = ev.getX(i);
if(p1x<300)
{
player1y = p1y;
}
else if(p1x>300)
{
player2y = p1y;
}
}
//player1y = p1y;
invalidate();
break;
}
}
return true;
}
/** The thread that actually draws the animation */
public LunarThread thread;
public gameview(Context context, AttributeSet attrs)
{
super(context, attrs);
// register our interest in hearing about changes to our surface
SurfaceHolder holder = getHolder();
holder.addCallback(this);
// create thread only; it's started in surfaceCreated()
thread = new LunarThread(holder, context, new Handler());
// setFocusable(true); // make sure we get key events
this.setFocusableInTouchMode(true);
}
public void surfaceDestroyed(SurfaceHolder holder) {
// we have to tell thread to shut down & wait for it to finish, or else
// it might touch the Surface after we return and explode
boolean retry = true;
thread.setRunning(false);
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
public void surfaceCreated(SurfaceHolder holder) {
// start the thread here so that we don't busy-wait in run()
// waiting for the surface to be created
thread.setRunning(true);
thread.start();
}
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
thread.setSurfaceSize(width, height);
}
@Override
public void onDraw(Canvas canvas)
{
}
}
请记住,我是Android游戏开发的新手,并尝试根据我对xna开发的了解来模拟它的外观。我有点摧毁了登月代码,试图让背景发生并从那里开始工作。我想尝试从最基本的游戏代码开始,但我可能已经删除了我的内脏中的重要方法。这就是变量中含有月球词的原因。
由于
修改
作为一名仍然是网站新手的人,我的评论并没有真正成功。我的复制和粘贴中的代码根本没有格式化。 我的问题是你如何实现处理程序以获得分数和文本更新?在网上有什么例子我可以轻松地整合它还是我把自己放在了一个洞里?
由于
答案 0 :(得分:0)
不确定你是否看过Asynctask。 http://developer.android.com/reference/android/os/AsyncTask.html
我发现这是UI线程和非UI线程之间最好的通信方式。
答案 1 :(得分:0)
您可以使用以下几种方法:
如果您可能移植到另一个平台,使用Runnable是有意义的,就像使用正确的抽象一样,您可以在J2ME上使用javax.microedition.lcdui.Display.callSerially,或者在J2SE上使用javax.swing.SwingUtilities.invokeLater
希望这有帮助,
Phil Lello