如何在android studio项目中为类似于flappy bird的简单2D游戏保存高分?

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【中文标题】如何在android studio项目中为类似于flappy bird的简单2D游戏保存高分?【英文标题】:How to do I save a highscore for simple 2D game similar to flappy bird in android studio project? 【发布时间】:2015-06-21 17:32:57 【问题描述】:

我是编程新手,所以我不确定我的代码哪里出错了。我尝试为人们的高分添加保存功能,并尝试在寻求帮助之前自己搜索答案。我知道需要共享首选项并且我已经添加了代码并且没有错误但是它实际上并没有保存高分所以我添加的代码现在非常多余。请有人能指出我正确的方向吗?我在下面添加了我的代码。

编辑-我检查了我的代码并在共享首选项下我输入了 int score(这是我一开始要编码为基本分数但后来我将其更改为 player.getScore。无论如何,当我尝试将 score 修改为 player.getScore 它无法解析 player.getScore,我该如何修复它,一旦完成,我的游戏会保存高分吗?

感谢您的帮助。

package com.curtis.myfirstgame;

import android.content.Context;
import android.content.SharedPreferences;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.graphics.Typeface;
import android.preference.PreferenceManager;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;

import java.util.ArrayList;
import java.util.Random;

public class GamePanel extends SurfaceView implements SurfaceHolder.Callback 
public static final int WIDTH = 856;
public static final int HEIGHT = 480;
public static final int MOVESPEED = -5;
private long smokeStartTime;
private long missileStartTime;
private MainThread thread;
private Background bg;
private Player player;
private ArrayList<Smokepuff> smoke;
private ArrayList<Missile> missiles;
private ArrayList<TopBorder> topborder;
private ArrayList<BotBorder> botborder;
private Random rand = new Random();
private int maxBorderHeight;
private int minBorderHeight;
private boolean topDown = true;
private boolean botDown = true;
private boolean newGameCreated;
public static int Score = 0;
public static int HighScore = 0;

public static SharedPreferences prefs;

private String saveScore = "HighScore";

//increase to slow down difficulty progression, decrease to speed up      difficulty progression
private int progressDenom = 20;

private Explosion explosion;
private long startReset;
private boolean reset;
private boolean dissapear;
private boolean started;


public GamePanel(Context context) 
    super(context);


    SharedPreferences prefs =   context.getSharedPreferences("com.curtis.myfirstgame", Context.MODE_PRIVATE);
    int player.getScore = prefs.getInt("highScore", 0); 
         //above is where my problem is


    String spackage = "com.curtis.myfirstgame";

    HighScore = prefs.getInt(saveScore, 0);

    //add the callback to the surfaceholder to intercept events
    getHolder().addCallback(this);

    //make gamePanel focusable so it can handle events
    setFocusable(true);


@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) 


@Override
public void surfaceDestroyed(SurfaceHolder holder) 
    boolean retry = true;
    int counter = 0;
    while (retry && counter < 1000) 
        counter++;
        try 
            thread.setRunning(false);
            thread.join();
            retry = false;
            thread = null;
        
        catch (InterruptedException e) 
            e.printStackTrace();

            prefs.edit().putInt(saveScore, HighScore).commit();
        
    


@Override
public void surfaceCreated(SurfaceHolder holder) 
    bg = new Background(BitmapFactory.decodeResource(getResources(),  R.drawable.grassbg1));
    player = new Player(BitmapFactory.decodeResource(getResources(), R.drawable.helicopter), 65, 25, 3);
    smoke = new ArrayList<Smokepuff>();
    missiles = new ArrayList<Missile>();
    topborder = new ArrayList<TopBorder>();
    botborder = new ArrayList<BotBorder>();
    smokeStartTime = System.nanoTime();
    missileStartTime = System.nanoTime();

    thread = new MainThread(getHolder(), this);
    //we can safely start the game loop
    thread.setRunning(true);
    thread.start();


@Override
public boolean onTouchEvent(MotionEvent event) 
    if (event.getAction() == MotionEvent.ACTION_DOWN) 
        if (!player.getPlaying() && newGameCreated && reset) 
            player.setPlaying(true);
            player.setUp(true);
        
        if (player.getPlaying()) 

            if (!started) started = true;
            reset = false;
            player.setUp(true);
        
        return true;
    
    if (event.getAction() == MotionEvent.ACTION_UP) 
        player.setUp(false);
        return true;
    
    return super.onTouchEvent(event);


public void update() 
    if (player.getPlaying()) 

        if (botborder.isEmpty()) 
            player.setPlaying(false);
            return;
        
        if (topborder.isEmpty()) 
            player.setPlaying(false);
            return;
        

        bg.update();
        player.update();

        //calculate the threshold of height the border can have based on the score
        //max and min border heart are updated, and the border switched direction when either max or
        //min is met

        maxBorderHeight = 30 + player.getScore() / progressDenom;
        //cap max border height so that borders can only take up a total of 1/2 the screen
        if (maxBorderHeight > HEIGHT / 4) maxBorderHeight = HEIGHT / 4;
        minBorderHeight = 5 + player.getScore() / progressDenom;

        //check bottom border collision
        for (int i = 0; i < botborder.size(); i++) 
            if (collision(botborder.get(i), player))
                player.setPlaying(false);
        

        //check top border collision
        for (int i = 0; i < topborder.size(); i++) 
            if (collision(topborder.get(i), player))
                player.setPlaying(false);
        

        //update top border
        this.updateTopBorder();

        //udpate bottom border
        this.updateBottomBorder();

        //add missiles on timer
        long missileElapsed = (System.nanoTime() - missileStartTime) / 1000000;
        if (missileElapsed > (2000 - player.getScore() / 4)) 
            //first missile always goes down the middle
            if (missiles.size() == 0) 
                missiles.add(new Missile(BitmapFactory.decodeResource(getResources(), R.drawable.
                        missile), WIDTH + 10, HEIGHT / 2, 45, 15, player.getScore(), 13));
            
            else 

                missiles.add(new Missile(BitmapFactory.decodeResource(getResources(), R.drawable.missile),
                        WIDTH + 10, (int) (rand.nextDouble() * (HEIGHT - (maxBorderHeight * 2)) + maxBorderHeight), 45, 15, player.getScore(), 13));
            

            //reset timer
            missileStartTime = System.nanoTime();
        
        //loop through every missile and check collision and remove
        for (int i = 0; i < missiles.size(); i++) 
            //update missile
            missiles.get(i).update();

            if (collision(missiles.get(i), player)) 
                missiles.remove(i);
                player.setPlaying(false);
                break;
            
            //remove missile if it is way off the screen
            if (missiles.get(i).getX() < -100) 
                missiles.remove(i);
                break;
            
        

        //add smoke puffs on timer
        long elapsed = (System.nanoTime() - smokeStartTime) / 1000000;
        if (elapsed > 120) 
            smoke.add(new Smokepuff(player.getX(), player.getY() + 10));
            smokeStartTime = System.nanoTime();
        

        for (int i = 0; i < smoke.size(); i++) 
            smoke.get(i).update();
            if (smoke.get(i).getX() < -10) 
                smoke.remove(i);
            
        
    
    else 
        player.resetDY();
        if (!reset) 
            newGameCreated = false;
            startReset = System.nanoTime();
            reset = true;
            dissapear = true;
            explosion = new Explosion(BitmapFactory.decodeResource(getResources(), R.drawable.explosion), player.getX(),
                    player.getY() - 30, 100, 100, 25);
        

        explosion.update();
        long resetElapsed = (System.nanoTime() - startReset) / 1000000;

        if (resetElapsed > 2500 && !newGameCreated) 
            newGame();
        
    


public boolean collision(GameObject a, GameObject b) 
    if (Rect.intersects(a.getRectangle(), b.getRectangle())) 
        return true;
    
    return false;


@Override
public void draw(Canvas canvas) 
    final float scaleFactorX = getWidth() / (WIDTH * 1.f);
    final float scaleFactorY = getHeight() / (HEIGHT * 1.f);

    if (canvas != null) 
        final int savedState = canvas.save();
        canvas.scale(scaleFactorX, scaleFactorY);
        bg.draw(canvas);
        if (!dissapear) 
            player.draw(canvas);
        
        //draw smokepuffs
        for (Smokepuff sp : smoke) 
            sp.draw(canvas);
        
        //draw missiles
        for (Missile m : missiles) 
            m.draw(canvas);
        

        //draw topborder
        for (TopBorder tb : topborder) 
            tb.draw(canvas);
        

        //draw botborder
        for (BotBorder bb : botborder) 
            bb.draw(canvas);
        
        //draw explosion
        if (started) 
            explosion.draw(canvas);
        
        drawText(canvas);
        canvas.restoreToCount(savedState);
    


public void updateTopBorder() 
    //every 50 points, insert randomly placed top blocks that break the pattern
    if (player.getScore() % 50 == 0) 
        topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
        ), topborder.get(topborder.size() - 1).getX() + 20, 0, (int) ((rand.nextDouble() * (maxBorderHeight
        )) + 1)));
    
    for (int i = 0; i < topborder.size(); i++) 
        topborder.get(i).update();
        if (topborder.get(i).getX() < -20) 
            topborder.remove(i);
            //remove element of arraylist, replace it by adding a new one

            //calculate topdown which determines the direction the border is moving (up or down)
            if (topborder.get(topborder.size() - 1).getHeight() >= maxBorderHeight) 
                topDown = false;
            
            if (topborder.get(topborder.size() - 1).getHeight() <= minBorderHeight) 
                topDown = true;
            
            //new border added will have larger height
            if (topDown) 
                topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(),
                        R.drawable.brick), topborder.get(topborder.size() - 1).getX() + 20,
                        0, topborder.get(topborder.size() - 1).getHeight() + 1));
            
            //new border added wil have smaller height
            else 
                topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(),
                        R.drawable.brick), topborder.get(topborder.size() - 1).getX() + 20,
                        0, topborder.get(topborder.size() - 1).getHeight() - 1));
            
        
    


public void updateBottomBorder() 
    //every 40 points, insert randomly placed bottom blocks that break pattern
    if (player.getScore() % 40 == 0) 
        botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick),
                botborder.get(botborder.size() - 1).getX() + 20, (int) ((rand.nextDouble()
                * maxBorderHeight) + (HEIGHT - maxBorderHeight))));
    

    //update bottom border
    for (int i = 0; i < botborder.size(); i++) 
        botborder.get(i).update();

        //if border is moving off screen, remove it and add a corresponding new one
        if (botborder.get(i).getX() < -20) 
            botborder.remove(i);

            //determine if border will be moving up or down
            if (botborder.get(botborder.size() - 1).getY() <= HEIGHT - maxBorderHeight) 
                botDown = true;
            
            if (botborder.get(botborder.size() - 1).getY() >= HEIGHT - minBorderHeight) 
                botDown = false;
            

            if (botDown) 
                botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
                ), botborder.get(botborder.size() - 1).getX() + 20, botborder.get(botborder.size() - 1
                ).getY() + 1));
            
            else 
                botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
                ), botborder.get(botborder.size() - 1).getX() + 20, botborder.get(botborder.size() - 1
                ).getY() - 1));
            
        
    


public void newGame() 
    dissapear = false;

    botborder.clear();
    topborder.clear();

    missiles.clear();
    smoke.clear();

    minBorderHeight = 5;
    maxBorderHeight = 30;

    player.resetDY();
    player.resetScore();
    player.setY(HEIGHT / 2);

    //update score only if new score is higher


    if (player.getScore() > HighScore) 
        HighScore = player.getScore();
        SharedPreferences.Editor edit = prefs.edit();
        edit.putInt("highScore", HighScore);
        edit.commit();
    

    //create initial borders

    //initial top border
    for (int i = 0; i * 20 < WIDTH + 40; i++) 
        //first top border create
        if (i == 0) 
            topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
            ), i * 20, 0, 10));
        
        else 
            topborder.add(new TopBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick
            ), i * 20, 0, topborder.get(i - 1).getHeight() + 1));
        
    
    //initial bottom border
    for (int i = 0; i * 20 < WIDTH + 40; i++) 
        //first border ever created
        if (i == 0) 
            botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick)
                    , i * 20, HEIGHT - minBorderHeight));
        
        //adding borders until the initial screen is filed
        else 
            botborder.add(new BotBorder(BitmapFactory.decodeResource(getResources(), R.drawable.brick),
                    i * 20, botborder.get(i - 1).getY() - 1));
        
    
    newGameCreated = true;



public void drawText(Canvas canvas) 
    Paint paint = new Paint();
    paint.setColor(Color.BLACK);
    paint.setTextSize(30);
    paint.setTypeface(Typeface.create(Typeface.DEFAULT, Typeface.BOLD));
    canvas.drawText("SCORE: " + (player.getScore() * 3), 10, HEIGHT - 10, paint);
    canvas.drawText("HIGHSCORE: " + HighScore, WIDTH - 215, HEIGHT - 10, paint);

    if (!player.getPlaying() && newGameCreated && reset) 
        Paint paint1 = new Paint();
        paint1.setTextSize(40);
        paint1.setTypeface(Typeface.create(Typeface.DEFAULT, Typeface.BOLD));
        canvas.drawText("PRESS TO START", WIDTH / 2 - 50, HEIGHT / 2, paint1);

        paint1.setTextSize(20);
        canvas.drawText("PRESS AND HOLD TO GO UP", WIDTH / 2 - 50, HEIGHT / 2 + 20, paint1);
        canvas.drawText("RELEASE TO GO DOWN", WIDTH / 2 - 50, HEIGHT / 2 + 40, paint1);

        
    

【问题讨论】:

从prefs中获取高分,如果小于当前分数,则将当前分数保存为高分。 DatabasesharedPreference 【参考方案1】:
Do following

    SharedPreferences prefs = this.getSharedPreferences("myPrefsKey", Context.MODE_PRIVATE);
    int oldScore = prefs.getInt("highScore", 0);  
//update score only if new score is higher
    if(newScore > oldScore )
       Editor edit = prefs.edit();
       edit.putInt("highScore", newScore);
       edit.commit();
    

【讨论】:

【参考方案2】:

使用此代码:

SharedPreferences preference = PreferenceManager.getDefaultSharedPreferences(context);
SharedPreferences.Editor editor = preference.edit();

Integer score = preference.getInt("score",null);               //read from pref
if(classFound == null) 
  editor.putInt("score",100);              //write to pref
   editor.commit();                                           

使用 Integer 因为 int 不是 nullabe。

您可以通过将 100 替换为变量来保存任何 int 值

如果有帮助请点赞:)

【讨论】:

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