Я новичок в разработке как для Android, так и для игр, и пытался создать клон понга, чтобы справиться со всем.У меня есть класс «PongView», который расширяет SurfaceView и «PongThread», который расширяет поток.
Я нашел способ определить, прошел ли мяч или «бомба» мимо весла и достиг ли стены за ним.Я не уверен, что мой подход лучший (мнения приветствуются), но, похоже, он работает, так как у меня есть небольшое сообщение с тостами, показывающее игру, если это произойдет. Теперь я хочу настроить его так, чтобы, наряду с отображением игры, перезапускалось представление (или любой более подходящий термин), чтобы бомба снова находилась в центре экрана, и пользователь мог играть в другую.round.
Из-за неопытности я не совсем уверен, как мне обращаться с потоком и какие методы вызывать в представлении для достижения этой цели.
I 'У меня было несколько попыток понять это, но я понятия не имею, нахожусь ли я на правильном пути, из моего кода, вероятно, будет довольно ясно, что я не знаю, что делаю. (в данный момент моя нить останавливается и моя поверхность просто застревает с отображением последнего кадра). Любой совет будет приветствоваться!
PongView.java: (прокрутите вниз до обновленияспособ добраться до раздела, который я пытаюсь выяснить)
package biz.hireholly.pirateponggame;
import android.content.Context;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.os.Handler;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
import android.view.SurfaceView;
import android.widget.Toast;
public class PongView extends SurfaceView implements Callback{
/*GLOBALS*/
private static final String TAG = PongView.class.getSimpleName();
private PongThread pongThread;
private Bomb bomb;
private Paddle paddleA;
private int viewWidth;
private int viewHeight;
Handler handler;
boolean gameOver;
public PongView(Context context) {
super(context);
// sets current class as the handler for the events happening on the surface
getHolder().addCallback(this);
//instantiate thread, pass the current holder and view so that the thread can access them
pongThread = new PongThread(getHolder(), this);
//make the GameView focusable so it can handle events
setFocusable(true);
handler = new Handler();
}
//CURRENTLY WHERE IM INITIALISING SPRITES
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
//INITIALISE viewWidth and viewHeight here
//so that they can be passed as parameters
viewWidth = getWidth();
viewHeight = getHeight();
//NEW BOMB, INITIAL BITMAP
bomb = new Bomb(BitmapFactory.decodeResource(
getResources(), R.drawable.bombsprite),
getWidth() /2, getHeight() /2); //draws in middle
//bombs random starting direction
bomb.getSpeed().randomiseDirection();
//NEW PADDLE, INITIAL BITMAP
paddleA = new Paddle(BitmapFactory.decodeResource(
getResources(), R.drawable.paddlesprite),
getWidth() /2, getHeight() -(getHeight()/30) ); //middle bottom screen
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
pongThread = new PongThread(getHolder(), this); //needed if user exits and returns
pongThread.setRunning(true);
//.start() == PongThread.run() except PongThread does all the work
pongThread.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
while(retry){
try{
//tells thread to shut down and waits for it to finish. Clean shutdown
pongThread.setRunning(false);
pongThread.join();
retry = false;
} catch(InterruptedException e){
//try again shutting down the thread
}
}
}
@Override
public boolean onTouchEvent(MotionEvent event)
{
paddleA.onTouchEvents(event, viewWidth);
return true;
}
/**
* CHECKS FOR COLLISIONS, CALLS OBJECT UPDATE METHODS
*/
public void update(){
gameOver = false;
//CHECK IF NULL as objects aren't created till surface change
if(bomb != null && paddleA != null){
bomb.handlePaddleCollision(paddleA);
gameOver = bomb.handleWallCollision(viewWidth, viewHeight);
//object physics updates
bomb.update();
//paddleA.update();
}
//WHEN handleWallColision returns true, one player scored and its game over.
if( gameOver ){
//handler is needed as alerts and toasts can only be made in the ui thread,
handler.post(new Runnable(){
public void run(){
Toast.makeText(getContext(), "GAME OVER", Toast.LENGTH_LONG).show();
}
});
/*THIS IS WHERE I'M TRYING TO RESTART THE GAME*/
///////////////////////////////////////////////////////
//could maybe call surfaceDestroyed here instead?
boolean retry = true;
while(retry){
try{
//tells thread to shut down and waits for it to finish. Clean shutdown
pongThread.setRunning(false);
pongThread.join();
retry = false;
} catch(InterruptedException e){
//try again shutting down the thread
}
}
//copied from surfaceCreated
pongThread = new PongThread(getHolder(), this); //needed if user exits and returns
pongThread.setRunning(true);
//.start() == PongThread.run() except PongThread does all the work
pongThread.start();
////////////////////////////////////////////////////////
}
}
protected void render(Canvas canvas)
{
canvas.drawColor(Color.GREEN);
bomb.draw(canvas);
paddleA.draw(canvas);
}
}
PongThread.java:
package biz.hireholly.pirateponggame;
import android.graphics.Canvas;
import android.util.Log;
import android.view.SurfaceHolder;
public class PongThread extends Thread {
/*GLOBALS*/
private static final String TAG = PongThread.class.getSimpleName();
//desired frames per second
private final static int MAX_FPS = 30;
//maximum number of frames to be skipped if drawing took too long last cycle
private final static int MAX_FRAME_SKIPS = 5;
//cycle period (cycle = update,draw,if excess time sleep)
private final static int CYCLE_PERIOD = 1000 / MAX_FPS;
//Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
//the view that actually handles inputs and draws to the surface
private PongView pongView;
//flag to hold game state
private boolean running;
public void setRunning(boolean running){
this.running = running;
}
/**Takes PongView instance and surfaceHolder as parameters
* so that we can lock the surface when drawing.
* @param surfaceHolder
* @param pongView
*/
public PongThread(SurfaceHolder surfaceHolder, PongView pongView){
super();
this.surfaceHolder = surfaceHolder;
this.pongView = pongView;
}
@Override
public void run(){
//canvas is a surface bitmap onto which we can draw/edit its pixels
Canvas canvas;
Log.i(TAG, "Starting pong thread");
long beginTime =0; // time when cycle began
long timeDiff =0; // time it took for the cycle to execute
int sleepTime =0; // milliseconds to sleep (<0 if drawing behind schedule)
int framesSkipped =0; // number of frames skipped
while (running) {
canvas = null;
//try locking canvas, so only we can edit pixels on surface
try{
canvas = this.surfaceHolder.lockCanvas();
//sync so nothing else can modify while were using it
synchronized (surfaceHolder){
beginTime = System.currentTimeMillis();
framesSkipped = 0; //reset frame skips
//UPDATE game state
this.pongView.update();
//RENDER state to screen, draws the canvas on the view
this.pongView.render(canvas);
//calculate how long cycle took
timeDiff = System.currentTimeMillis() - beginTime;
//calculate potential sleep time
sleepTime = (int)(CYCLE_PERIOD - timeDiff);
//sleep for remaining cycle
if (sleepTime >0){
try{
//saves battery
Thread.sleep(sleepTime);
} catch (InterruptedException e){}
}
//if there's no leftover cycle time then we're running behind
while (sleepTime < 0
&& framesSkipped < MAX_FRAME_SKIPS){
//we need to catch up so we update without rendering
this.pongView.update();
sleepTime += CYCLE_PERIOD;
framesSkipped++;
}
}
} finally{
//in case of exception,
//surface is not left in an inconsistent state
if (canvas != null){
surfaceHolder.unlockCanvasAndPost(canvas);
}
}//end finally
}
}
}