javaandroid-Can';t在CustomView外部和CustomView内部使用OnClick函数
我目前正在制作一个游戏,该游戏根据此处的教程展开: 我目前的屏幕布局如下所示: 如您所见,方向键盘和难度单选按钮不在我的自定义视图中 编辑:尝试使用共享引用: 在我的主要活动中,我有单选按钮和方向键盘(尚未创建)的一次点击功能: 我的AppPreferences类:javaandroid-Can';t在CustomView外部和CustomView内部使用OnClick函数,java,android,eclipse,android-layout,game-physics,Java,Android,Eclipse,Android Layout,Game Physics,我目前正在制作一个游戏,该游戏根据此处的教程展开: 我目前的屏幕布局如下所示: 如您所见,方向键盘和难度单选按钮不在我的自定义视图中 编辑:尝试使用共享引用: 在我的主要活动中,我有单选按钮和方向键盘(尚未创建)的一次点击功能: 我的AppPreferences类: import android.app.Activity; import android.content.Context; import android.content.SharedPreferences; import andr
import android.app.Activity;
import android.content.Context;
import android.content.SharedPreferences;
import android.content.SharedPreferences.Editor;
public class AppPreferences {
public static final String KEY_DIFFICULTY = "difficulty";
private static final String APP_SHARED_PREFS = AppPreferences.class.getSimpleName();
private SharedPreferences _sharedPrefs;
private Editor _prefsEditor;
public AppPreferences(Context context) {
this._sharedPrefs = context.getSharedPreferences(APP_SHARED_PREFS, Activity.MODE_PRIVATE);
this._prefsEditor = _sharedPrefs.edit();
}
public String getDifficulty() {
return _sharedPrefs.getString(KEY_DIFFICULTY, "");
}
public void saveSmsBody(String text) {
_prefsEditor.putString(KEY_DIFFICULTY, text);
_prefsEditor.commit();
}
}
我的GameView类:
import java.util.ArrayList;
import java.util.List;
import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class GameView extends SurfaceView {
private GameLoopThread gameLoopThread;
private List<Sprite> sprites = new ArrayList<Sprite>();
private List<tempSprite> temps = new ArrayList<tempSprite>();
private long lastClick;
private Bitmap bmpBlood;
private AppPreferences _appPrefs;
public GameView(Context context, AttributeSet attributeSet) {
super(context);
_appPrefs = new AppPreferences(context);
final String difficulty = _appPrefs.getDifficulty();
gameLoopThread = new GameLoopThread(this);
getHolder().addCallback(new SurfaceHolder.Callback() {
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
gameLoopThread.setRunning(false);
while (retry) {
try {
gameLoopThread.join();
retry = false;
} catch (InterruptedException e) {}
}
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
createSprites(difficulty);
gameLoopThread.setRunning(true);
gameLoopThread.start();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
});
bmpBlood = BitmapFactory.decodeResource(getResources(), R.drawable.image);
}
private void createSprites(final String difficulty) {
if ("1".equals(difficulty)) // easy
{
new Thread(new Runnable() {
public void run() {
for (int z =0; z<20; z++ )
try
{
Thread.sleep(5000);
sprites.add(createSprite(R.drawable.image));
z++;
}
catch(InterruptedException e)
{
e.printStackTrace();
}
}
}).start();
}
else if ("2".equals(difficulty)) // medium
{
new Thread(new Runnable() {
public void run() {
for (int z =0; z<40; z++ )
try
{
Thread.sleep(3000);
sprites.add(createSprite(R.drawable.image));
z++;
}
catch(InterruptedException e)
{
e.printStackTrace();
}
}
}).start();
}
else if ("3".equals(difficulty)) // hard" +
{
new Thread(new Runnable() {
public void run() {
for (int z =0; z<60; z++ )
try
{
Thread.sleep(1000);
sprites.add(createSprite(R.drawable.zombie_sprite1));
z++;
}
catch(InterruptedException e)
{
e.printStackTrace();
}
}
}).start();
}
else {
sprites.add(createSprite(R.drawable.zombie_sprite1));
sprites.add(createSprite(R.drawable.zombie_sprite2));
sprites.add(createSprite(R.drawable.zombie_sprite3));
sprites.add(createSprite(R.drawable.zombie_sprite4));
sprites.add(createSprite(R.drawable.zombie_sprite1));
sprites.add(createSprite(R.drawable.zombie_sprite2));
sprites.add(createSprite(R.drawable.zombie_sprite3));
sprites.add(createSprite(R.drawable.zombie_sprite4));
sprites.add(createSprite(R.drawable.zombie_sprite1));
sprites.add(createSprite(R.drawable.zombie_sprite2));
sprites.add(createSprite(R.drawable.zombie_sprite3));
sprites.add(createSprite(R.drawable.zombie_sprite4));
}
}
private Sprite createSprite(int resouce) {
Bitmap bmp = BitmapFactory.decodeResource(getResources(), resouce);
return new Sprite(this, bmp);
}
@Override
protected void onDraw(Canvas canvas) {
Resources res = getResources();
Bitmap background = BitmapFactory.decodeResource(getResources(), R.drawable.graveyard_background);
canvas.drawBitmap(background, 0, 0, null);
for (int i = temps.size() - 1; i >= 0; i--) {
temps.get(i).onDraw(canvas);
}
for (Sprite sprite : sprites) {
sprite.onDraw(canvas);
}
}
@Override
public boolean onTouchEvent(MotionEvent event) {
/**if (System.currentTimeMillis() - lastClick > 300) {
lastClick = System.currentTimeMillis();
float x = event.getX();
float y = event.getY();
synchronized (getHolder()) {
for (int i = sprites.size() - 1; i >= 0; i--) {
Sprite sprite = sprites.get(i);
if (sprite.isCollision(x, y)) {
sprites.remove(sprite);
temps.add(new tempSprite(temps, this, x, y, bmpBlood));
break;
}
}
}
}*/
return true;
}
}
我目前正试图通过单选按钮来改变游戏的难度,但现在点击单选按钮,游戏就崩溃了。(此问题的代码已被转储)
创建一个类AppPreferences
public class AppPreferences {
public static final String KEY_DIFFICULTY = "difficulty";
private static final String APP_SHARED_PREFS = AppPreferences.class.getSimpleName(); // Name of the file -.xml
private SharedPreferences _sharedPrefs;
private Editor _prefsEditor;
public AppPreferences(Context context) {
this._sharedPrefs = context.getSharedPreferences(APP_SHARED_PREFS, Activity.MODE_PRIVATE);
this._prefsEditor = _sharedPrefs.edit();
}
public String getDifficulty() {
return _sharedPrefs.getString(KEY_DIFFICULTY, "");
}
public void saveDifficulty(String text) {
_prefsEditor.putString(KEY_DIFFICULTY, text);
_prefsEditor.commit();
}
}
在类中定义成员
private AppPreferences _appPrefs;
要在您的onCreate中获取它,请执行以下操作
public GameView(Context context, AttributeSet attributeSet) {
super(context);
_appPrefs = new AppPreferences(getApplicationContext());
String difficulty = _appPrefs.getDifficulty();
并在您选择时设置它
_appPrefs.saveDifficulty("1"); //or "2" or "3"
(此问题中的代码已转储)
创建一个类AppPreferences
public class AppPreferences {
public static final String KEY_DIFFICULTY = "difficulty";
private static final String APP_SHARED_PREFS = AppPreferences.class.getSimpleName(); // Name of the file -.xml
private SharedPreferences _sharedPrefs;
private Editor _prefsEditor;
public AppPreferences(Context context) {
this._sharedPrefs = context.getSharedPreferences(APP_SHARED_PREFS, Activity.MODE_PRIVATE);
this._prefsEditor = _sharedPrefs.edit();
}
public String getDifficulty() {
return _sharedPrefs.getString(KEY_DIFFICULTY, "");
}
public void saveDifficulty(String text) {
_prefsEditor.putString(KEY_DIFFICULTY, text);
_prefsEditor.commit();
}
}
在类中定义成员
private AppPreferences _appPrefs;
要在您的onCreate中获取它,请执行以下操作
public GameView(Context context, AttributeSet attributeSet) {
super(context);
_appPrefs = new AppPreferences(getApplicationContext());
String difficulty = _appPrefs.getDifficulty();
并在您选择时设置它
_appPrefs.saveDifficulty("1"); //or "2" or "3"
使用我将调用和修改的简单静态setter和getter方法解决了此问题。使用我将调用和修改的简单静态setter和getter方法解决了此问题。使用SharedReferences-我不完全确定在该示例中如何使用它。你能给我一些建议吗?使用SharedReferences——我不完全确定从那个例子中我会如何使用它。你能给我一些建议吗?非常感谢你的快速回复。似乎我还没有得到它-你能快速看一下我的新代码吗?\u appPrefs=new-AppPreferences(getApplicationContext());未被识别-我的新代码是从第一篇文章编辑的。如果您有时间看一看,将不胜感激!将appPrefs定义为类成员-在类内部和onCreate方法外部,就像您在主要活动中定义的一样我相信我已经这样做了,不是吗?更新的代码可以在最初的帖子中看到。非常感谢您的快速回复。似乎我还没有得到它-你能快速看一下我的新代码吗?\u appPrefs=new-AppPreferences(getApplicationContext());未被识别-我的新代码是从第一篇文章编辑的。如果您有时间看一看,将不胜感激!将appPrefs定义为类成员-在类内部和onCreate方法外部,就像您在主要活动中定义的一样我相信我已经这样做了,不是吗?更新的代码可以在最初的帖子中看到。