[英]Programmatically move ImageView(s) from top to bottom in a loop, starting and ending outside of screen
我正在制作一個小型 Android 游戲,其中我需要兩個 ImageViews(障礙物)同時從屏幕頂部移動到屏幕底部; 開始和結束的屏幕之外。 這樣做將是一個開始。
我有一個計時器,每次計時器結束時,它都會再次運行,我還希望其他兩個 ImageView(與前兩個相同)以上述相同的方式移動。
換句話說:
我有一些作品,但有位圖和 Y 增量。 問題是,因為手機盡可能快地增加,游戲可能會變得遲鈍,並且兩個不同的手機上兩個圖像下降的速度不會相同。
我知道我必須使用動畫,但每次嘗試使用動畫時都無法得到我想要的東西。 他們通常不會從我想要的地方開始,而且會發生奇怪的事情。
以下是我已經訪問過的一些鏈接:
下面是一些代碼,向您展示我所擁有的:
游戲視圖
public class GameView extends SurfaceView implements SurfaceHolder.Callback {
// [...]
@Override
public void surfaceCreated(SurfaceHolder surfaceHolder) {
// [...]
this.obstacles = new ArrayList <> ();
this.handleObstacleTimer = null;
this.runnableObstacleTimer = null;
}
@Override
public boolean onTouchEvent(MotionEvent event) {
// [...]
switch (event.getAction()) {
case MotionEvent.ACTION_UP:
this.startObstacleTimer();
GameLogic.gameState = GameState.RUNNING;
// [...]
}
return result;
}
@Override
public void draw (Canvas canvas) {
super.draw(canvas);
if (canvas != null) {
this.background.draw(canvas);
if (! this.obstacles.isEmpty()) {
for (Obstacle obstacle : this.obstacles) {
obstacle.draw(canvas);
}
}
// [...]
}
}
public void createObstacle () {
Bitmap imageObstacle = BitmapFactory.decodeResource(this.getResources(), R.drawable.obstacle);
this.obstacles.add(new Obstacle(imageObstacle, this, this.displayMetrics.widthPixels, this.displayMetrics.heightPixels));
}
public void removeObstacle (Obstacle obstacle) {
this.obstacles.remove(obstacle);
}
private void stopObstacleTimer () {
if (this.handleObstacleTimer != null && this.runnableObstacleTimer != null) {
this.handleObstacleTimer.removeCallbacks(this.runnableObstacleTimer);
this.handleObstacleTimer = null;
}
}
private void startObstacleTimer () {
if (this.handleObstacleTimer == null) {
final Handler handler = new Handler();
this.runnableObstacleTimer = new Runnable() {
@Override
public void run() {
if (GameLogic.gameState == GameState.RUNNING) {
createObstacle();
handler.postDelayed(this, 2700);
}
}
};
handler.postDelayed(this.runnableObstacleTimer, 2700);
this.handleObstacleTimer = handler;
}
}
// [...]
// Called by a custom Thread class
public void update () {
if (! this.obstacles.isEmpty()) {
for (Obstacle obstacle : this.obstacles) {
obstacle.update();
}
}
// [...]
}
}
MAINTHREAD (自定義線程類)
public class MainThread extends Thread {
private SurfaceHolder surfaceHolder;
private GameView gameView;
private GameLogic gameLogic;
private boolean running;
public static Canvas canvas;
public MainThread (SurfaceHolder surfaceHolder, GameView gameView, GameLogic gameLogic) {
super();
this.surfaceHolder = surfaceHolder;
this.gameView = gameView;
this.gameLogic = gameLogic;
}
@Override
public void run() {
while (this.running) {
this.canvas = null;
try {
this.canvas = this.surfaceHolder.lockCanvas();
synchronized (this.surfaceHolder) {
this.gameView.update();
this.gameView.draw(this.canvas);
this.gameLogic.update();
}
} catch (Exception e) {
} finally {
if (this.canvas != null) {
try {
this.surfaceHolder.unlockCanvasAndPost(this.canvas);
} catch (Exception e) {
e.printStackTrace();
}
}
}
}
}
public void setRunning (boolean isRunning) {
this.running = isRunning;
}
}
障礙
public class Obstacle {
private static final int GAP_MIN_X = 300;
private static int GAP_MAX_X;
private static final int GAP_WIDTH = 250;
private GameView gameView;
private int displayHeight;
private Bitmap obstacleLeft;
private Bitmap obstacleRight;
private int leftX;
private int rightX;
private int y;
private boolean passed;
public Obstacle (Bitmap image, GameView gameView, int displayWidth, int displayHeight) {
this.gameView = gameView;
this.displayHeight = displayHeight;
this.obstacleLeft = this.flip(image);
this.obstacleRight = image;
GAP_MAX_X = displayWidth - GAP_MIN_X;
final int randomX = new Random().nextInt((GAP_MAX_X - GAP_MIN_X) + 1) + GAP_MIN_X;
this.leftX = randomX - this.obstacleLeft.getWidth() - (GAP_WIDTH / 2);
this.rightX = randomX + (GAP_WIDTH / 2);
this.y = 0 - this.obstacleLeft.getHeight();
this.passed = false;
}
private Bitmap flip (Bitmap image) {
Matrix m = new Matrix();
m.preScale(-1, 1);
Bitmap result = Bitmap.createBitmap(image, 0, 0, image.getWidth(), image.getHeight(), m, false);
result.setDensity(DisplayMetrics.DENSITY_DEFAULT);
return result;
}
/**
* Those getters are used for collision
*/
public int getLeftX () {
return this.leftX;
}
public int getRightX () {
return this.rightX;
}
public int getY () {
return this.y;
}
public int getWidth () {
return this.obstacleLeft.getWidth();
}
public int getHeight () {
return this.obstacleLeft.getHeight();
}
public boolean hasPassed () {
return this.passed;
}
public void setAsPassed () {
this.passed = true;
}
public void draw (Canvas canvas) {
canvas.drawBitmap(this.obstacleLeft, this.leftX, this.y, null);
canvas.drawBitmap(this.obstacleRight, this.rightX, this.y, null);
}
public void update () {
if (! (GameLogic.gameState == GameState.GAMEOVER)) {
this.y += 8;
if (this.y > this.displayHeight) {
this.gameView.removeObstacle(this);
}
}
}
}
基本上,我想要的是有相同的結果。 但是,無論游戲在哪款手機上運行,都沒有延遲,障礙物以相同的速度運行。
如果在 Obstacle.update() 函數中,將 Y 增量從常量整數 8 更改為與調用更新函數的時間間隔成正比的值,則在任何設備上的速度都相同。 例如,您可以根據上次 update() 調用和當前更新調用的時間之間的差異計算變化
long speed = 100; //you should add this to adjust the speed of the incrementing
long delta = System.currentTimeMillis();
public void update () {
delta = speed*(System.currentTimeMillis() - delta);
if (! (GameLogic.gameState == GameState.GAMEOVER)) {
this.y += delta;
if (this.y > this.displayHeight) {
this.gameView.removeObstacle(this);
}
}
}
這樣,您的 delta 變量將永遠隨着上次調用和當前調用之間的時間間隔而變化,因為 System.currentTimeMillis() 以毫秒為單位返回當前時間
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