如何为 Android Wear 应用创建游戏循环

How to create game loop for Android Wear app

我想做的是为 android 制作西蒙游戏的一个版本。我不想使用 libgdx,如果我别无选择,我也可以。

游戏的运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。除了我似乎无法为播放器设置动画序列外,一切正常。

我有一个随机数生成器。使用生成的数字,我想暂时更改按钮背景的颜色,然后再将其更改回来。我循环了一定次数。我试过 SystemClock.sleep(500),但它只是在显示应用程序之前运行循环。

主要问题是所有事情都必须在 onLayoutInflated 内完成,因为 wear 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。

有谁知道为 android wear 制作某种游戏循环 and/or 动画序列的方法。

P.S。我会在修复后立即附加我的代码。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;
            }
        });
    }
}

您不应使用 SystemClock.sleep(),因为您正在阻塞 UI 线程。这可能是动画在显示 activity 之前完成的原因(activity 在 onCreate() 完成之前不会显示)。这也会导致著名的 ANR 对话框。

您可以稍后使用 Handlers 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;
                }

}

每当你想做一些延迟的工作时,使用 mHandler.postDelayed() 并将代码放在 运行() 方法中。

检查用户应该在按钮侦听器中完成,因为您当前使用的方式 "while (playSeq.size() < level)" 会阻塞线程。

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;
        }
    });