Java 在libgdx游戏中正确执行广告
我知道很长,但我需要帮助 在过去的一个月里,我一直在为这个libgdx游戏努力工作,一切都很顺利,但是当我在游戏中添加插入广告时,它变得出人意料的慢,并且游戏出现了很多小故障。如果我删除了广告中的代码,效果会很好 我的游戏是如何工作的,它是从MenuState>>PlayState>>GameOverState>>PlayState>>GameOverState等等开始的。下面给出了所有代码 我有几个问题 a我如何使我的游戏顺利进行? b有没有办法只在GameOverState中显示广告?我尝试在广告中引入布尔值和“if”语句,但失败了 我应该更有效地处理我的资产吗?如果类被重复调用得太快,它们就不会处理 如果你需要更多的信息,一定要让我知道,我很乐意这样做 国家: 主libgdx类:GrumpyDemoJava 在libgdx游戏中正确执行广告,java,android,performance,libgdx,admob,Java,Android,Performance,Libgdx,Admob,我知道很长,但我需要帮助 在过去的一个月里,我一直在为这个libgdx游戏努力工作,一切都很顺利,但是当我在游戏中添加插入广告时,它变得出人意料的慢,并且游戏出现了很多小故障。如果我删除了广告中的代码,效果会很好 我的游戏是如何工作的,它是从MenuState>>PlayState>>GameOverState>>PlayState>>GameOverState等等开始的。下面给出了所有代码 我有几个问题 a我如何使我的游戏顺利进行? b有没有办法只在GameOverState中显示广告?我尝试
package com.mygdx.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.TimeUtils;
import com.mygdx.game.States.AdCloseState;
import com.mygdx.game.States.GameOverState;
import com.mygdx.game.States.GameStateManager;
import com.mygdx.game.States.MenuState;
public class GrumpyDemo extends ApplicationAdapter {
public static final int WIDTH = 480;
public static final int HEIGHT= 800;
public static final String TITLE = "Flappy Bird";
private GameStateManager gsm;
public static long AdStart = 0;
public AdController adController;
private SpriteBatch batch;
public GrumpyDemo(AdController adController){
this.adController = adController;
}
@Override
public void create () {
batch = new SpriteBatch();
gsm = new GameStateManager();
Gdx.gl.glClearColor(1, 0, 0, 1);
gsm.push(new MenuState(gsm));
AdStart = TimeUtils.nanoTime();
adController.showBannerAds();
}
@Override
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
gsm.update(Gdx.graphics.getDeltaTime());
gsm.render(batch);
if (TimeUtils.timeSinceMillis(AdStart)> 30000){
adController.showInterstitialAds(new Runnable() {
@Override
public void run() {
gsm.pop();
gsm.push(new AdCloseState(gsm));
}
});
}
}
@Override
public void dispose () {
batch.dispose();
}
}
我的抽象类:State
package com.mygdx.game.States;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Vector3;
/**
* Created by Kronos on 28-01-2017.
*/
public abstract class State {
protected OrthographicCamera cam;
protected Vector3 mouse;
protected GameStateManager gsm;
protected State(GameStateManager gsm){
this.gsm = gsm;
cam = new OrthographicCamera();
mouse = new Vector3();
}
protected abstract void handleInput();
public abstract void update(float dt);
public abstract void render(SpriteBatch sb);
public abstract void dispose();
菜单自定义:
private Texture background;
private Texture playBtn;
private Music music;
public MenuState(GameStateManager gsm) {
super(gsm);
cam.setToOrtho(false, GrumpyDemo.WIDTH / 2, GrumpyDemo.HEIGHT / 2);
background = new Texture("bg.png");
playBtn = new Texture("playbtn.png");
music = Gdx.audio.newMusic(Gdx.files.internal("mainmusic.mp3"));
music.setVolume(0.8f);
music.play();
}
@Override
public void handleInput() {
if (Gdx.input.justTouched()) {
gsm.set(new PlayState(gsm));
}
}
@Override
public void update(float dt) {
handleInput();
}
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(background, 0, 0);
sb.draw(playBtn, cam.position.x - playBtn.getWidth() / 2, cam.position.y);
sb.end();
}
@Override
public void dispose() {
background.dispose();
playBtn.dispose();
music.dispose();
System.out.println("Menu State Disposed");
}
游戏状态:
package com.mygdx.game.States;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.TimeUtils;
import com.mygdx.game.GrumpyDemo;
import com.mygdx.game.Sprites.Bird;
import com.mygdx.game.Sprites.Tube;
/**
* Created by Kronos on 28-01-2017.
*/
public class PlayState extends State {
private static final int TUBE_SPACING = 75;
private static final int TUBE_COUNT = 4;
private Bird bird;
private Texture actualGamebg;
private Tube tube ;
private Texture ground;
private Vector2 groundPos1,groundPos2;
private static final int HIGHEST_GROUND_LIMIT = -30;
private Array<Tube> tubes;
private int k;
long startTime=0;
private Music mainMusic;
private Music scoreIncrease;
private Music wingFlap;
public BitmapFont font24;
public String SCORE;
public int l;
public long gameOverStart=0;
public PlayState(GameStateManager gsm) {
super(gsm);
bird = new Bird(0,300);
actualGamebg = new Texture("bg.png");
cam.setToOrtho(false, GrumpyDemo.WIDTH/2,GrumpyDemo.HEIGHT/2);
tubes =new Array<Tube>();
ground = new Texture("ground.png");
mainMusic = Gdx.audio.newMusic(Gdx.files.internal("mainmusic.mp3"));
scoreIncrease = Gdx.audio.newMusic(Gdx.files.internal("smw_coin.ogg"));
wingFlap = Gdx.audio.newMusic(Gdx.files.internal("sfx_wing.ogg"));
font24= new BitmapFont();
SCORE = new String();
fontGenerator();
groundPos1 = new Vector2(cam.position.x -cam.viewportWidth/2, HIGHEST_GROUND_LIMIT);
groundPos2 = new Vector2((cam.position.x - cam.viewportWidth/2) + ground.getWidth(),HIGHEST_GROUND_LIMIT);
startTime = TimeUtils.nanoTime();
gameOverStart = TimeUtils.millis();
for(int i=1 ; i<=TUBE_COUNT; i++)
{
tubes.add(new Tube(i* (TUBE_SPACING + Tube.TUBE_WIDTH)));
}
mainMusic.play();
mainMusic.setVolume(0.8f);
mainMusic.setLooping(true);
}
@Override
protected void handleInput() {
if (Gdx.input.justTouched())
bird.jump();
wingFlap.setLooping(false);
wingFlap.play();
wingFlap.setVolume(0.1f);
}
@Override
public void update(float dt) {
handleInput();
updateGround();
bird.update(dt);
if (TimeUtils.timeSinceNanos(startTime) > 1400000000)
{
Score();
startTime = TimeUtils.nanoTime();
}
SCORE = String.valueOf(k);
for(int i =0 ; i< tubes.size;i++)
{
Tube tube= tubes.get(i);
if (cam.position.x - (cam.viewportWidth/2) > tube.getPosTopTube().x + tube.getTopTube().getWidth())
{
tube.reposition(tube.getPosTopTube().x + ((Tube.TUBE_WIDTH + TUBE_SPACING) *TUBE_COUNT));
}
if(tube.collides(bird.getBounds()))
{
cam.position.x = bird.getPosition().x;
mainMusic.stop();
gsm.set(new GameOverState(gsm));
l = k;
}
else
cam.position.x = bird.getPosition().x +80;
}
if (bird.getPosition().y <= ground.getHeight()){
gsm.set(new GameOverState(gsm));
mainMusic.stop();
l = k;
}
cam.update();
}
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(actualGamebg, cam.position.x - (cam.viewportWidth/2), 0);
sb.draw(bird.getTexture(), bird.getPosition().x , bird.getPosition().y);
for(Tube tube: tubes) {
sb.draw(tube.getTopTube(), tube.getPosTopTube().x, tube.getPosTopTube().y);
sb.draw(tube.getBottomTube(), tube.getPosBottomTube().x, tube.getPosBottomTube().y);
}
sb.draw(ground,groundPos1.x,groundPos1.y);
sb.draw(ground,groundPos2.x,groundPos2.y);
font24.draw(sb,SCORE,cam.position.x -2,cam.position.y + 15);
sb.end();
}
/**
* spritebatches must be drawn in order .The one at the bottommost acts as the top layer.
*/
@Override
public void dispose() {
actualGamebg.dispose();
bird.dispose();
font24.dispose();
for(Tube tube: tubes)
{
tube.dispose();
}
ground.dispose();
mainMusic.dispose();
scoreIncrease.dispose();
wingFlap.dispose();
System.out.println("Play State Disposed");
}
private void updateGround()
{
if (cam.position.x-(cam.viewportWidth/2) > groundPos1.x + ground.getWidth())
{
groundPos1.add(ground.getWidth()*2,0);
}
if (cam.position.x-(cam.viewportWidth/2) > groundPos2.x + ground.getWidth())
{
groundPos2.add(ground.getWidth()*2,0);
}
}
public void Score()
{
k++;
scoreIncrease.play();
scoreIncrease.setVolume(0.3f);
}
public int getL(){
return l;
}
public void fontGenerator(){
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("bitmapfont/PressStart2P.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter= new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size=12;
parameter.color= Color.GOLD;
parameter.borderColor= Color.GOLDENROD;
font24= generator.generateFont(parameter);
font24.setUseIntegerPositions(false);
}
}
差点忘了……我的游戏状态经理:
package com.mygdx.game.States;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import java.util.Stack;
/**
* Created by Kronos on 28-01-2017.
*/
public class GameStateManager {
private Stack<State> states;
public GameStateManager(){
states = new Stack<State>();
}
public void push(State state)
{
states.push(state);
}
public void pop()
{
states.pop().dispose();
}
public void set(State state)
{
states.pop().dispose();
states.push(state);
}
public void update(float dt)
{
states.peek().update(dt);
}
public void render(SpriteBatch sb)
{
states.peek().render(sb);
}
}
感谢您的帮助。可能是计时器/计数器滞后的原因,您也可以使用有趣的广告而不使用它 b您在哪里使用GameOverState类的AdStart布尔值。只有当您的游戏通过using界面移动到GameOverState时,才调用有趣的ad c创建所有资产一次并在不同屏幕上使用,退出游戏时处置所有资产。 处置游戏的方法是处置所有资产的正确方法。 最好对所有资产使用AssetManager
package com.mygdx.game.States;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import java.util.Stack;
/**
* Created by Kronos on 28-01-2017.
*/
public class GameStateManager {
private Stack<State> states;
public GameStateManager(){
states = new Stack<State>();
}
public void push(State state)
{
states.push(state);
}
public void pop()
{
states.pop().dispose();
}
public void set(State state)
{
states.pop().dispose();
states.push(state);
}
public void update(float dt)
{
states.peek().update(dt);
}
public void render(SpriteBatch sb)
{
states.peek().render(sb);
}
}