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如何为Android Wear应用程序创建游戏循环

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  • Joe Higley  · 技术社区  · 9 年前

    我想做的是制作一个游戏Simon的android版本。我不想使用libgdx,但如果没有其他选择,我可以。

    游戏的工作方式是,计算机向玩家显示一个按钮序列,然后玩家重复该序列。除了我似乎无法为玩家制作一个动画序列之外,我已经让它工作得很好了。

    我有一个随机数发生器。使用生成的数字,我想更改按钮背景的颜色一小段时间,然后将其更改回来。我把这个循环了很多次。我试过SystemClock。sleep(500),但它只是在显示应用程序之前运行循环。

    主要的问题是,所有的事情都必须在onLayoutInflated内部完成,因为磨损必须在圆形和方形面之间进行选择。据我所知,这必须在onCreate方法中完成。

    有人知道如何为android穿戴做一些游戏循环和/或动画序列吗。

    另外,我会在修复代码后立即添加代码。我一直在摆弄它。

    package com.happypantzinc.memory;
    
    import android.app.Activity;
    import android.graphics.Color;
    import android.graphics.Point;
    import android.graphics.PorterDuff;
    import android.os.Bundle;
    import android.os.Handler;
    import android.os.SystemClock;
    import android.support.wearable.view.WatchViewStub;
    import android.view.Display;
    import android.view.MotionEvent;
    import android.view.View;
    import android.view.animation.AnimationUtils;
    import android.widget.ImageButton;
    
    import java.util.ArrayList;
    import java.util.Random;
    
    public class MainActivity extends Activity {
    
        private ImageButton mOverlay, mTopLeft, mTopRight, mBotLeft, mBotRight;
        private Boolean isPlayerTurn = false;
        private Boolean isRunning = false;
        private Random random = new Random();
        private int level = 10;
        private ArrayList<Integer> compSeq;
        private ArrayList<Integer> playSeq;
    
        private float screenW, screenH;
    
        //setup colors
        final int RED_UP        = Color.rgb(180, 0, 0);
        final int RED_DOWN      = Color.rgb(255, 77, 0);
        final int GREEN_UP      = Color.rgb(0, 180, 0);
        final int GREEN_DOWN    = Color.rgb(0, 255, 77);
        final int BLUE_UP       = Color.rgb(0, 0, 180);
        final int BLUE_DOWN     = Color.rgb(0, 77, 255);
        final int YELLOW_UP     = Color.rgb(180, 180, 0);
        final int YELLOW_DOWN   = Color.rgb(255, 255, 0);
    
        @Override
        protected void onCreate(Bundle savedInstanceState) {
            super.onCreate(savedInstanceState);
    
            compSeq = new ArrayList<Integer>();
            playSeq = new ArrayList<Integer>();
    
            setContentView(R.layout.activity_main);
            final WatchViewStub stub = (WatchViewStub) findViewById(R.id.watch_view_stub);
            stub.setOnLayoutInflatedListener(new WatchViewStub.OnLayoutInflatedListener() {
                @Override
                public void onLayoutInflated(WatchViewStub stub) {
                    mOverlay = (ImageButton) stub.findViewById(R.id.overlay);
                    mTopLeft = (ImageButton) stub.findViewById(R.id.topLeft);
                    mTopRight = (ImageButton) stub.findViewById(R.id.topRight);
                    mBotLeft = (ImageButton) stub.findViewById(R.id.botLeft);
                    mBotRight = (ImageButton) stub.findViewById(R.id.botRight);
    
                    setupButtons();
    
                    setupButtonActions(mTopLeft, GREEN_UP, GREEN_DOWN);
                    setupButtonActions(mTopRight, RED_UP, RED_DOWN);
                    setupButtonActions(mBotLeft, YELLOW_UP, YELLOW_DOWN);
                    setupButtonActions(mBotRight, BLUE_UP, BLUE_DOWN);
    
                    mOverlay.setOnClickListener(new View.OnClickListener() {
                        @Override
                        public void onClick(View v) {
                            isRunning = true;
                            mOverlay.setClickable(false);
                            mOverlay.setVisibility(View.GONE);
    
                            gameLoop();
                        }
                    });
    
                }
            });
    
            //get screen size
            Display display = getWindowManager().getDefaultDisplay();
            Point size = new Point();
    
            display.getSize(size);
            screenW = size.x;
            screenH = size.y;
        }
    
        private void gameLoop() {
            while(isRunning) {
                //Computer turn
                while (compSeq.size() < level) {
                    int val = random.nextInt(4);
    
                    if (!mOverlay.isShown()) {
                        //Computer shows sequence
                        switch (val) {
                            case 0:
                                mTopLeft.getBackground().setColorFilter(GREEN_DOWN, PorterDuff.Mode.MULTIPLY);
                                System.out.println(val);
                                SystemClock.sleep(500);
                                mTopLeft.getBackground().setColorFilter(GREEN_UP, PorterDuff.Mode.MULTIPLY);
                                break;
                            case 1:
                                mTopRight.getBackground().setColorFilter(RED_DOWN, PorterDuff.Mode.MULTIPLY);
                                System.out.println(val);
                                SystemClock.sleep(500);
                                mTopRight.getBackground().setColorFilter(RED_UP, PorterDuff.Mode.MULTIPLY);
                                break;
                            case 2:
                                mBotLeft.getBackground().setColorFilter(YELLOW_DOWN, PorterDuff.Mode.MULTIPLY);
                                System.out.println(val);
                                SystemClock.sleep(500);
                                mBotLeft.getBackground().setColorFilter(YELLOW_UP, PorterDuff.Mode.MULTIPLY);
                                break;
                            case 3:
                                mBotRight.getBackground().setColorFilter(BLUE_DOWN, PorterDuff.Mode.MULTIPLY);
                                System.out.println(val);
                                SystemClock.sleep(500);
                                mBotRight.getBackground().setColorFilter(BLUE_UP, PorterDuff.Mode.MULTIPLY);
                                break;
                            default:
                                break;
                        }
                        compSeq.add(val);
                            SystemClock.sleep(300);
                    }
                }
                isPlayerTurn = true;
    
                while (playSeq.size() < level) {
                    //Check for correct input
                    if (playSeq.size() > 0 && (playSeq.get(playSeq.size()-1) != compSeq.get(playSeq.size()-1))) {
                        isRunning = false;
                        break;
                    }
                }
                playSeq.clear();
                compSeq.clear();
                isPlayerTurn = false;
            }
        }
    
        private void setupButtons() {
            //set width and height of buttons
            android.view.ViewGroup.LayoutParams params;
    
            params = mOverlay.getLayoutParams();
            params.height   = (int) screenH;
            params.width    = (int) screenW;
            mOverlay.setLayoutParams(params);
    
            params = mTopLeft.getLayoutParams();
            params.height   = (int)(screenH/2);
            params.width    = (int)(screenW/2);
            mTopLeft.setLayoutParams(params);
    
            params = mTopRight.getLayoutParams();
            params.height   = (int)(screenH/2);
            params.width    = (int)(screenW/2);
            mTopRight.setLayoutParams(params);
    
            params = mBotLeft.getLayoutParams();
            params.height   = (int)(screenH/2);
            params.width    = (int)(screenW/2);
            mBotLeft.setLayoutParams(params);
    
            params = mBotRight.getLayoutParams();
            params.height   = (int)(screenH/2);
            params.width    = (int)(screenW/2);
            mBotRight.setLayoutParams(params);
    
            //set position of buttons
            mOverlay.setX(0);
            mOverlay.setY(0);
    
            mTopLeft.setX(0);
            mTopLeft.setY(0);
    
            mTopRight.setX(screenW / 2);
            mTopRight.setY(0);
    
            mBotLeft.setX(0);
            mBotLeft.setY(screenH / 2);
    
            mBotRight.setX(screenW / 2);
            mBotRight.setY(screenH / 2);
    
            //set initial background tints
            mTopLeft.getBackground().setColorFilter(GREEN_UP, PorterDuff.Mode.MULTIPLY);
            mTopRight.getBackground().setColorFilter(RED_UP, PorterDuff.Mode.MULTIPLY);
            mBotLeft.getBackground().setColorFilter(YELLOW_UP, PorterDuff.Mode.MULTIPLY);
            mBotRight.getBackground().setColorFilter(BLUE_UP, PorterDuff.Mode.MULTIPLY);
        }
    
        private void setupButtonActions(final ImageButton button, final int tint_up, final int tint_down) {
            //create button listeners and tints
            button.setOnTouchListener(new View.OnTouchListener() {
                @Override
                public boolean onTouch(View v, MotionEvent event) {
    
                    if (isPlayerTurn) {
                        if (event.getAction() == MotionEvent.ACTION_DOWN) {
                            button.getBackground().setColorFilter(tint_down, PorterDuff.Mode.MULTIPLY);
                        } else if (event.getAction() == MotionEvent.ACTION_UP) {
                            button.getBackground().setColorFilter(tint_up, PorterDuff.Mode.MULTIPLY);
                        }
    
                        //Enter correct sequence value
                        int val = 4;
    
                        if (button == mTopLeft) {
                            val = 0;
                        } else if (button == mTopRight) {
                            val = 1;
                        } else if (button == mBotLeft) {
                            val = 2;
                        } else if (button == mBotRight) {
                            val = 3;
                        }
    
                        playSeq.add(val);
                    }
    
                    return false;
                }
            });
        }
    }
    
    1 回复  |  直到 9 年前
        1
  •  2
  •   9and3r    9 年前

    您不应该使用SystemClock。sleep(),因为您正在阻塞UI线程。这可能是动画在显示活动之前完成的原因(在onCreate()完成之前活动不会显示)。这也可能导致著名的ANR对话框。

    您可以稍后使用Handlers来完成工作,而不会阻塞UI线程:

    private Handler mHandler;
    private int 
    
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        mHandler = new Handler();
        mHandler.postDelayed(new Runnable() {
            @Override
            public void run() {
                computerTurnDown(); 
            }
        }, 500); //Delay time in ms
        ...
    }
    
    private void computerTurnDown(){
          final int val = random.nextInt(4);
    
                if (!mOverlay.isShown()) {
                    //Computer shows sequence
                    switch (val) {
                        case 0:
                            mTopLeft.getBackground().setColorFilter(GREEN_DOWN, PorterDuff.Mode.MULTIPLY);
                            System.out.println(val);
                            break;
                        case 1:
                            mTopRight.getBackground().setColorFilter(RED_DOWN, PorterDuff.Mode.MULTIPLY);
                            System.out.println(val);
                            break;
                        case 2:
                            mBotLeft.getBackground().setColorFilter(YELLOW_DOWN, PorterDuff.Mode.MULTIPLY);
                            System.out.println(val);
                            break;
                        case 3:
                            mBotRight.getBackground().setColorFilter(BLUE_DOWN, PorterDuff.Mode.MULTIPLY);
                            System.out.println(val);
                            break;
                        default:
                            break;
                    }
                    mHandler.postDelayed(new Runnable() {
                          @Override
                          public void run() {
                                computerTurnUp(val); 
                          }
                    }, 500);
    }
    
    private void computerTurnUp(){
         switch (val) {
                        case 0:
                            mTopLeft.getBackground().setColorFilter(GREEN_UP, PorterDuff.Mode.MULTIPLY);
                            break;
                        case 1:
                            mTopRight.getBackground().setColorFilter(RED_UP, PorterDuff.Mode.MULTIPLY);
                            break;
                        case 2:
                            mBotLeft.getBackground().setColorFilter(YELLOW_UP, PorterDuff.Mode.MULTIPLY);
                            break;
                        case 3:
                            mBotRight.getBackground().setColorFilter(BLUE_UP, PorterDuff.Mode.MULTIPLY);
                            break;
                        default:
                            break;
                    }
                    compSeq.add(val);
                    if (compSeq.size() < level){
                           mHandler.postDelayed(new Runnable() {
                               @Override
                               public void run() {
                                    computerTurnDown(); 
                               }
                          }, 300);
                    }else{
                         isPlayerTurn = true;
                    }
    
    }
    

    每当你想做一些工作时,就延迟使用 mHandler.postDelayed() 并将代码放入run()方法中。

    检查用户应该在按钮监听器中完成,因为您当前使用的“while(playSeq.size()<level)”将阻塞线程。

    private void setupButtonActions(final ImageButton button, final int tint_up, final int tint_down) {
        //create button listeners and tints
        button.setOnTouchListener(new View.OnTouchListener() {
            @Override
            public boolean onTouch(View v, MotionEvent event) {
    
                if (isPlayerTurn) {
                    if (event.getAction() == MotionEvent.ACTION_DOWN) {
                        button.getBackground().setColorFilter(tint_down, PorterDuff.Mode.MULTIPLY);
                    } else if (event.getAction() == MotionEvent.ACTION_UP) {
                        button.getBackground().setColorFilter(tint_up, PorterDuff.Mode.MULTIPLY);
                    }
    
                    //Enter correct sequence value
                    int val = 4;
    
                    if (button == mTopLeft) {
                        val = 0;
                    } else if (button == mTopRight) {
                        val = 1;
                    } else if (button == mBotLeft) {
                        val = 2;
                    } else if (button == mBotRight) {
                        val = 3;
                    }
    
                    playSeq.add(val);
                    if(playSeq.size() < level) {
                         //Check for correct input
                         if (playSeq.size() > 0 && (playSeq.get(playSeq.size()-1) != compSeq.get(playSeq.size()-1))) {
                               isRunning = false;
                               isPlayerTurn = false;
                         }
    
                     }else{
                         playSeq.clear();
                         compSeq.clear();
                         isPlayerTurn = false;
                         onComputerDown();
                     }
    
                }
    
                return false;
            }
        });