[英]how do i make my code shorter
嗨,我做了一个小形状的游戏,我的if语句开始失控,所以我做了一个更简单的测试场景游戏,试图简化代码,但是我对Java和android的体验不像id那样,所以尝试一些我以为id的问题,我该如何使代码更小? 目前,我正在将onTouchListeners和onDragListeners用于一些形状,atm 3种彩色形状和3种空白“空形状”,并且当它们通过将一个放置在另一个之上而连接时,空的形状就会变成彩色。 但是需要大量的代码
@Override
public boolean onTouch(View v, MotionEvent e) {
if (e.getAction() == MotionEvent.ACTION_DOWN) {
DragShadowBuilder shadowBuilder = new View.DragShadowBuilder(v);
v.startDrag(null, shadowBuilder, v, 0);
sp.play(dragSound, 1, 1, 0, 0, 1);
return true;
} else {
return false;
}
}
//WHEN DRAGGED AND DROPPED
@Override
public boolean onDrag(View v, DragEvent e) {
if (e.getAction()==DragEvent.ACTION_DROP) {
View view = (View) e.getLocalState();
//IF THEY MATCH
if(view.getId()==R.id.squareImage && v.getId()==R.id.squareImage1)
{
ViewGroup from = (ViewGroup) view.getParent();
ViewGroup to = (ViewGroup) findViewById(R.id.layout2);
View congrats = findViewById(R.id.top_layout);
ViewGroup two = (ViewGroup) findViewById(R.id.layout3);
from.removeView(view);
v.setBackgroundResource(R.drawable.dragsquare);
sp.play(dropSound, 1, 1, 0, 0, 1);
sb.setVisibility(View.VISIBLE);
imageView = (ImageView)findViewById(R.id.imageView);
imageView.setVisibility(View.VISIBLE);
if (to.getChildCount()< 1 && two.getChildCount()< 1)
{
congrats.setVisibility(View.VISIBLE);
imageView.setBackgroundResource(R.drawable.congrats);
sun=(AnimationDrawable)imageView.getBackground();
sun.start();
sp.play(tada, 1, 1, 0, 0, 1);
congrats.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
View congrats
(RelativeLayout)findViewById(R.id.top_layout);
congrats.setVisibility(View.INVISIBLE);
}
});
}
//2 square balloons floating
sb = (ImageView)findViewById(R.id.squareballoon);
sb.setVisibility(View.VISIBLE);
sb2 = (ImageView)findViewById(R.id.squareballoon2);
sb2.setVisibility(View.VISIBLE);
sp.play(inflate, 1, 1, 0, 0, 1);
ObjectAnimator sqbalAnim3=
ObjectAnimator.ofFloat(sb2,"x",-500,500);
sqbalAnim3.setDuration(700);
sqbalAnim3.setRepeatCount(20);
sqbalAnim3.setRepeatMode(ValueAnimator.REVERSE);
ObjectAnimator sqbalAnim =
ObjectAnimator.ofFloat(sb2,"y",1800,-1800);
sqbalAnim.setDuration(3000);
sqbalAnim.setRepeatMode(ValueAnimator.RESTART);
AnimatorSet animSetXY = new AnimatorSet();
animSetXY.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
sb2.setVisibility(View.GONE);
}
});
animSetXY.playTogether(sqbalAnim, sqbalAnim3);
animSetXY.setStartDelay(20);
animSetXY.start();
ObjectAnimator sqbal2Anim =
ObjectAnimator.ofFloat(findViewById(R.id.squareballoon2),"y",-450);
sqbal2Anim.setDuration(3000);
sqbal2Anim.setRepeatMode(ValueAnimator.RESTART);
ObjectAnimator sqbalAnim4 =
ObjectAnimator.ofFloat(findViewById(R.id.squareballoon2),"x",650,750);
sqbalAnim4.setStartDelay(20);
sqbalAnim4.setDuration(300);
sqbalAnim4.setRepeatCount(6);
sqbalAnim4.setRepeatMode(ValueAnimator.REVERSE);
AnimatorSet animSetXY2 = new AnimatorSet();
animSetXY2.playTogether(sqbal2Anim,sqbalAnim4);
animSetXY2.start();
return true;}
//end of square balloons
else if(view.getId()==R.id.circleImage &&
v.getId()==R.id.circleImage1){
ViewGroup from = (ViewGroup) view.getParent();
ViewGroup to = (ViewGroup) findViewById(R.id.layout2);
View congrats = findViewById(R.id.top_layout);
from.removeView(view);
v.setBackgroundResource(R.drawable.dragcircle);
sp.play(dropSound, 1, 1, 0, 0, 1);
cb = (ImageView)findViewById(R.id.circleballoon);
cb.setVisibility(View.VISIBLE);
imageView.setVisibility(View.VISIBLE);
ViewGroup two = (ViewGroup) findViewById(R.id.layout3);
if (to.getChildCount()< 1 && two.getChildCount()< 1)
{
congrats.setVisibility(View.VISIBLE);
imageView.setBackgroundResource(R.drawable.congrats);
sun=(AnimationDrawable)imageView.getBackground();
sun.start();
sp.play(tada, 1, 1, 0, 0, 1);
congrats.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
View congrats
(RelativeLayout)findViewById(R.id.top_layout);
congrats.setVisibility(View.INVISIBLE);
}
});
}
//circle balloons floating
cb = (ImageView)findViewById(R.id.circleballoon);
cb.setVisibility(View.VISIBLE);
cb2 = (ImageView)findViewById(R.id.circleballoon2);
cb2.setVisibility(View.VISIBLE);
sp.play(inflate, 1, 1, 0, 0, 1);
ObjectAnimator sqbalAnim3 =
ObjectAnimator.ofFloat(cb,"x",-500,500);
sqbalAnim3.setDuration(700);
sqbalAnim3.setRepeatCount(20);
sqbalAnim3.setRepeatMode(ValueAnimator.REVERSE);
ObjectAnimator sqbalAnim =
ObjectAnimator.ofFloat(cb,"y",1800,-1800);
sqbalAnim.setDuration(3000);
sqbalAnim.setRepeatMode(ValueAnimator.RESTART);
AnimatorSet animSetXY = new AnimatorSet();
animSetXY.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
cb.setVisibility(View.GONE);
}
});
animSetXY.playTogether(sqbalAnim, sqbalAnim3);
animSetXY.setStartDelay(20);
animSetXY.start();
ObjectAnimator sqbal2Anim =
ObjectAnimator.ofFloat(findViewById(R.id.squareballoon2),"y",-450);
sqbal2Anim.setDuration(3000);
sqbal2Anim.setRepeatMode(ValueAnimator.RESTART);
ObjectAnimator sqbalAnim4 =
ObjectAnimator.ofFloat(findViewById(R.id.squareballoon2),"x",650,750);
sqbalAnim4.setStartDelay(20);
sqbalAnim4.setDuration(300);
sqbalAnim4.setRepeatCount(6);
sqbalAnim4.setRepeatMode(ValueAnimator.REVERSE);
AnimatorSet animSetXY2 = new AnimatorSet();
animSetXY2.playTogether(sqbal2Anim,sqbalAnim4);
animSetXY2.start();
return true;}
} else if(view.getId()==R.id.triangleImage &&
v.getId()==R.id.triangleImage1){
ViewGroup from = (ViewGroup) view.getParent();
ViewGroup to = (ViewGroup) findViewById(R.id.layout2);
View congrats = findViewById(R.id.top_layout);
from.removeView(view);
v.setBackgroundResource(R.drawable.dragtriangle);
sp.play(dropSound, 1, 1, 0, 0, 1);
tb = (ImageView)findViewById(R.id.triballoon);
tb.setVisibility(View.VISIBLE);
imageView.setVisibility(View.VISIBLE);
ViewGroup two = (ViewGroup) findViewById(R.id.layout3);
if (to.getChildCount()< 1 && two.getChildCount()< 1)
{
congrats.setVisibility(View.VISIBLE);
imageView.setBackgroundResource(R.drawable.congrats);
sun=(AnimationDrawable)imageView.getBackground();
sun.start();
sp.play(tada, 1, 1, 0, 0, 1);
congrats.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
View congrats = findViewById(R.id.top_layout);
congrats.setVisibility(View.INVISIBLE);
}
});
}
AnimatorSet sunSet = (AnimatorSet)
AnimatorInflater.loadAnimator(this, R.animator.float1);
sunSet.setTarget(tb);
sunSet.start();
tb = (ImageView)findViewById(R.id.triballoon);
AnimatorSet sunnySet = (AnimatorSet)
AnimatorInflater.loadAnimator(this, R.animator.float2);
sunnySet.setTarget(tb);
sunnySet.start();
ImageView tb2 = (ImageView)findViewById(R.id.triballoon2);
tb2.setVisibility(View.VISIBLE);
AnimatorSet sunSet1 = (AnimatorSet)
AnimatorInflater.loadAnimator(this, R.animator.float3);
sunSet1.setTarget(tb2);
sunSet1.start();
tb2 = (ImageView)findViewById(R.id.triballoon2);
tb2.setVisibility(View.VISIBLE);
AnimatorSet sunnySet1 = (AnimatorSet)
AnimatorInflater.loadAnimator(this, R.animator.float2);
sunnySet1.setTarget(tb);
sunnySet1.start();
sp.play(inflate, 1, 1, 0, 0, 1);
return true;
这是我想知道的原始内容,有没有一种方法可以使用OR运算符将它们全部放入同一条语句中,而每种形状仍然给出不同的结果,如下所示
@Override
public boolean onDrag(View v, DragEvent e) {
if (e.getAction() == DragEvent.ACTION_DROP) {
View view = (View) e.getLocalState();
//IF THEY MATCH
if (view.getId() == R.id.squareshape && v.getId() ==
R.id.emptysquare || view.getId() == R.id.circleshape && v.getId() ==
R.id.emptycircle|| view.getId() == R.id.trishape && v.getId() ==
R.id.emptytri ) {
//view.getId().(v.getId()); view.setBackgroundResource(v)
mt_sq.setImageResource(R.drawable.dragsquare);
}else{
//do nothing
}
}
return true;
}
中间的注释是我想要实现的//view.getId()。(v.getId()); view.setBackgroundResource(v)但很明显,这会给我带来错误,任何人都可以提供解决方案,还是我只需要继续运输原件? 任何和所有建议,欢迎
在另一个SE网站上也提出了类似的问题,其核心与您的问题非常相似-总体上避免在游戏编程/软件开发中出现膨胀。 我的答案可以在这里找到,但是您应该阅读以下经修改的答案,因为它的格式可以普遍解决您的问题。
为什么if
语句邪恶 :
Groo几年前在StackOverflow线程中为这个问题发布了一个绝妙的答案,您可以在这里找到,归结为可读性,将来的证明是if语句的敌人。
但这并不是说您应该始终避免使用if语句! 它们具有简单的一次性检查功能。
编写干净的游戏代码:
假设我们有一条语句,它在我们的render函数上绘制了一个精灵:
if (powerUpActive){
draw(shieldSprite);
}
经过几周的开发,渲染功能变得becomes肿且难以遍历。 为了解决这个问题,我们应该在PowerUp类中的函数中移动上述逻辑(以及所有类似的逻辑),如下所示:
class PowerUps {
public void Check() {
if (powerUpActive){
draw(shieldSprite);
}
}
}
然后打电话
powerUp.Check;
从渲染。
为了将来证明这一点,我什至还要将powerUpActive更改为更具体的东西,例如在Shield类中的Shield类,然后使用shield.enable()检查它的活动,如下所示:
class PowerUps {
class Shield {
private boolean active = false;
public void enable() {
active = true;
}
public void disable() {
active = false;
}
}
public void Check() {
if (shield.active){
draw(shieldSprite);
}
}
}
其目的是双重的-您可以通过调用powerUp.shield.enable() 并绘制它来轻松地启用/禁用游戏事件中的加电,而不必太担心回溯。
对于一次屏蔽启动,这似乎是一项艰巨的工作,但这是一个对代码进行过时验证并为自己节省时间的问题,因为后来经过数小时的辛苦工作,最终才需要扩展。
只需考虑一下渲染功能的外观! 扩展您的游戏而不用担心是否坏了就容易了! 我不认识你,但是我已经很兴奋了! :3
注意 : 我提供的示例仅是详细说明。 在现实世界中,您可能希望更积极地使用继承并进一步组织事物,例如在Shield类中保留对shieldSprite的引用。
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