[英]How do I create automatic actions in libgdx? (scene2d)
我是libgdx和android開發的新手。 我正在寫我的第一個游戲,一個娛樂原始的“西蒙”游戲的經驗。 我正在使用scene2d,使用每個按鈕作為actor,每個按鈕都在其構造函數中使用ClickListeners。
我現在正在努力的是如何“執行”AI序列,如:我需要在視覺上顯示計算機“按下”每個回合的按鈕。 我能夠播放聲音並將一個整數附加到ArrayList,但它似乎只會在繪制紋理之前執行此操作。 因此,當我啟動程序時,我會聽到一聲隨機的嘟嘟聲,並在日志中看到一個隨機數附加到我的ArrayList中,然后我終於看到我的演員已經准備好被點擊/觸摸了。 我對如何解決這個問題感到困惑。 這是我游戲中的一些代碼。 請原諒,因為我是初學者,這是一項正在進行的工作。 可能有更好的方法來處理我正在嘗試做的事情,但就目前而言,我只是想讓它發揮作用。
我已經學習了一些關於動作的內容,但我似乎無法讓它發揮作用。 看起來他們需要一些輸入來進行動作。
注意:我的未點亮和點亮的按鈕與最后創建的未點亮版本堆疊在一起,因此一旦我將未點亮按鈕的可見性設置為false,就會出現點亮的按鈕。 我意識到這可能不是最好的方法。
這是我的主要游戲類:
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.utils.viewport.FitViewport;
import java.util.ArrayList;
public class XimonGame extends Game {
private SpriteBatch batch;
private Stage stage;
private OrthographicCamera camera;
XimonButton actor_g;
XimonButton actor_gLit;
XimonButton actor_r;
XimonButton actor_rLit;
XimonButton actor_y;
XimonButton actor_yLit;
XimonButton actor_b;
XimonButton actor_bLit;
public static ArrayList<Integer> playerList;
public static ArrayList<Integer> computerList;
public static ButtonSequencer buttonSequencer;
@Override
public void create () {
batch = new SpriteBatch();
// Creating camera
camera = new OrthographicCamera(800, 480);
// Creating stage and actors
stage = new Stage(new FitViewport(800, 480, camera));
// Creating ArrayLists & ButtonSequencer
playerList = new ArrayList<Integer>();
computerList = new ArrayList<Integer>();
buttonSequencer = new ButtonSequencer();
// Appending initial random number to computerList:
buttonSequencer.appendRandomNumber(1, 4, computerList);
System.out.println("Created computer's ArrayList.\nInitial number is: "
+ computerList.toString());
System.out.println("Size of computerList is currently " + computerList.size());
// Creating (constructing) actors. Parameter info:
// XimonButton("[png file]", x, y, width, height, "[name]")
actor_g = new XimonButton("img/green.png", 190, 240, 210, 210, 1);
System.out.println(actor_g.toString() + " created.");
// Lit version of button
actor_gLit = new XimonButton("img/green_on.png", 190, 240, 210, 210, 0);
actor_r = new XimonButton("img/red.png", 400, 240, 210, 210, 2);
System.out.println(actor_r.toString() + " created.");
// Lit version of button
actor_rLit = new XimonButton("img/red_on.png", 400, 240, 210, 210, 0);
actor_y = new XimonButton("img/yellow.png", 190, 30, 210, 210, 3);
System.out.println(actor_y.toString() + " created.");
// Lit version of button
actor_yLit = new XimonButton("img/yellow_on.png", 190, 30, 210, 210, 0);
actor_b = new XimonButton("img/blue.png", 400, 30, 210, 210, 4);
System.out.println(actor_b.toString() + " created.");
// Lit version of button
actor_bLit = new XimonButton("img/blue_on.png", 400, 30, 210, 210, 0);
// ADDING ACTORS
//
// Green buttons:
stage.addActor(actor_gLit);
stage.addActor(actor_g);
// Red buttons:
stage.addActor(actor_rLit);
stage.addActor(actor_r);
// Yellow buttons:
stage.addActor(actor_yLit);
stage.addActor(actor_y);
// Blue buttons:
stage.addActor(actor_bLit);
stage.addActor(actor_b);
Gdx.input.setInputProcessor(stage);
}
@Override
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
super.render();
batch.end();
// Setting fullscreen
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// Restore stage's viewport
stage.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
@Override
public void setScreen(Screen screen) {
super.setScreen(screen);
}
@Override
public Screen getScreen() {
return super.getScreen();
}
@Override
public void resize (int width, int height) {
super.resize(width, height);
}
@Override
public void pause () {
super.pause();
}
@Override
public void resume () {
super.resume();
}
public void dispose () {
stage.dispose();
}
}
這是按鈕的Actor類:
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.Touchable;
import com.badlogic.gdx.scenes.scene2d.actions.RunnableAction;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.mygdx.game.XimonGame;
import java.util.ArrayList;
class XimonButton extends Actor {
Sprite sprite;
private Sound sound;
private final int num;
private int count;
private final int code;
public static boolean isComputerTurn = true;
public XimonButton (String file, int x, int y, int w, int h, final int colorCode) {
sprite = new Sprite(new Texture(Gdx.files.internal(file)));
this.setBounds(x, y, w, h);
this.num = colorCode;
count = 0;
code = colorCode;
if (colorCode == 1) {
sound = Gdx.audio.newSound(Gdx.files.internal("sounds/Green.wav"));
}
else if (colorCode == 2) {
sound = Gdx.audio.newSound(Gdx.files.internal("sounds/Red.wav"));
}
else if (colorCode == 3) {
sound = Gdx.audio.newSound(Gdx.files.internal("sounds/Yellow.wav"));
}
else if (colorCode == 4) {
sound = Gdx.audio.newSound(Gdx.files.internal("sounds/Blue.wav"));
}
setTouchable(Touchable.disabled);
// Perform the AI's turn:
try {
performAISequence();
} catch (InterruptedException e) {
e.printStackTrace();
}
// Used to handle touch input
addListener(new ClickListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
sound.play(0.4f);
if (XimonButton.this.isVisible()) XimonButton.this.setVisible(false);
// System.out.println("Current player list contains:");
// for (int i=0; i < playerList.size(); i++) {
// System.out.println(playerList.get(i));
// }
return true;
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
// Stop the sound and "turn off" the button light
sound.stop();
XimonButton.this.setVisible(true);
// Count the number of touches for this turn
XimonGame.buttonSequencer.incrementCount();
System.out.println("Count is: " + XimonGame.buttonSequencer.getCount());
System.out.println("Color code is: " + colorCode);
// Append the colorCode to the playerList.
// Loop through the computer list to check if current touch matches
// the computer's num for the index in the ArrayList.
XimonGame.playerList.add(colorCode);
System.out.println("Player list is: " + XimonGame.playerList.toString() + "\n");
//
}
});
}
public void performAISequence () throws InterruptedException {
setTouchable(Touchable.disabled);
for (int i = 0; i < XimonGame.computerList.size(); i++) {
if (code == XimonGame.computerList.get(i)) {
sound.play(0.4f);
XimonButton.this.setVisible(false);
Thread.sleep(XimonGame.buttonSequencer.getRandomInt(400,600));
sound.stop();
XimonButton.this.setVisible(true);
Thread.sleep(XimonGame.buttonSequencer.getRandomInt(100,150));
}
}
setTouchable(Touchable.enabled);
}
@Override
public void draw (Batch batch, float parentAlpha) {
batch.draw(sprite, this.getX(), this.getY(), this.getWidth(), this.getHeight());
}
@Override
public void act(float delta) {
super.act(delta);
}
}
也:
import java.util.ArrayList;
import java.util.Random;
public class ButtonSequencer {
public Random rand;
private int turn = 0;
private int count;
// public static void addPlayerNums(int code) {
// XimonGame.playerList.add(code);
// }
public int getCount() {
return count;
}
public void incrementCount() {
count++;
}
public void appendRandomNumber(int min, int max, ArrayList<Integer> computerList) {
rand = new Random();
int random = rand.nextInt((max - min) + 1) + min;
computerList.add(random);
turn++;
}
public int getRandomInt(int min, int max) {
rand = new Random();
return rand.nextInt((max - min) + 1) + min;
}
}
很抱歉粘貼了這么多代碼,但如果出現問題,我不知道它在哪里或做什么,所以我認為分享大部分內容是個好主意。
那里有太多代碼可供我評論所有內容,但我看到的最大的明顯錯誤是使用Thread.sleep
。 這將導致游戲凍結,直到線程完成睡眠。
Libgdx不是為多線程而構建的,因此您需要考慮在計時器上設置內容。 需要一段時間的事件需要在渲染循環的每次運行時減少計時器,並在計時器運行時觸發它們的事件。
由於您正在使用stage2d,因此這很容易,因為Actions會保留自己的計時器,您可以按順序將它們鏈接在一起。 閱讀stage2d的Actions系統 。 您可以創建自己的動作,並將SequenceAction與DelayActions一起鏈接在一起。
這是一個例子。 我不是很熟悉你的整個游戲結構,所以我不確定這是否適用於你的代碼,但它應該讓你基本了解如何做到這一點。
public void performAISequence (){
//Get a sequence action from the pool (to avoid unnecessary allocation)
//and give it the first action
SequenceAction sequence = Actions.sequence(Actions.touchable(Touchable.disabled));
for (int i = 0; i < XimonGame.computerList.size(); i++) {
if (code == XimonGame.computerList.get(i)) {
sequence.addAction(Actions.runnable(playSoundRunnable));
sequence.addAction(Actions.hide());
}
//Want to delay it for every item in list, because it may need to wait for other buttons
sequence.addAction(Actions.delay(BUTTON_DELAY_TIME));
if (code == XimonGame.computerList.get(i)) {
sequence.addAction(Actions.show());
sequence.addAction(Actions.runnable(stopSoundRunnable));
}
sequence.addAction(Actions.touchable(Touchable.enabled));
}
this.addAction(sequence);
}
Runnable playSoundRunnable = new Runnable(){
public void run(){
sound.play(0.4f);
}
};
Runnable stopSoundRunnable = new Runnable(){
public void run(){
sound.stop();
}
};
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