视图如何对SurfaceView的方法调用做出反应?

问题描述

简历
我正在编写吃豆人的程序,这差不多完成了,但是我在显示吃豆人的得分和正确方向的视图与绘制游戏的表面视图之间的通信遇到问题。

PlayActivity(这是一个AppCompatActivity)具有一个GameView(这是绘制游戏的SurfaceView)并知道GameManager(我制作的一个类,基本上可以了解吃豆人,地图,鬼魂以及所有东西)。 PlayActivity还具有一个名为scoreTv的文本视图。我不知道如何更新此文本视图。

这个想法是,每当GameManager的方法addscore(int),eatPallet(int,int),eatBonus(int,int);时,scoreTv都会更改其文本值。 eatSuperPallet(int,int)被调用

这是PlayActivity代码

package Activities;

import android.os.Bundle;
import android.view.SurfaceView;
import android.widget.TextView;

import androidx.appcompat.app.AppCompatActivity;

import com.example.pacman.DBManager;
import Game.GameView;
import com.example.pacman.R;
import com.example.pacman.score;

public class PlayActivity extends AppCompatActivity {
    private TextView playerNickname;
    TextView score;
    private TextView maxscore;
    private SurfaceView gameSurfaceView;
    private GameView gameView;


    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        //Modified code
        setContentView(R.layout.activity_game);
        //we get text view that we will use
        playerNickname=(TextView) this.findViewById(R.id.tv_player);
        score=(TextView) this.findViewById(R.id.tv_current_score);
        maxscore=(TextView) this.findViewById(R.id.tv_current_max_score);
        gameSurfaceView= (GameView) this.findViewById(R.id.game_view);

        //set text view initial values
        playerNickname.setText(getIntent().getExtras().getString("playerNickname"));
        score.setText("0");

        maxscore.setText("To modify");


        this.gameView=new GameView(gameSurfaceView.getContext());
        this.gameSurfaceView.getHolder().addCallback(this.gameView);
    }

    protected void onResume(){
        super.onResume();
        this.gameView.resume();
    }
    protected void onPause(){
        super.onPause();
        this.gameView.pause();
    }

    public void updatescore(int score){
        this.score.setText(""+score);
    }

    public void onLose(double score){
        //We try to save the score,if there is a prevIoUs register we write only if this score
        //is better that the one before
        DBManager manager;
        long raw;
        score scoreToSave;
        manager=new DBManager(this);

        scoreToSave=new score(this.playerNickname.toString(),score);
        if(manager.savescore(scoreToSave)==-1){
            //if i Couldn't save the score
            if(manager.updatescore(scoreToSave)!=-1){
                //if my new score is better than the one prevIoUs
            }else{
                //if my new score is worse or equal than the one prevIoUs
            }
        }
    }
}

这是游戏视图代码

package Game;

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.os.Build;
import android.util.AttributeSet;
import android.util.Log;
import android.view.GestureDetector;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.widget.TextView;

import androidx.annotation.RequiresApi;

import Activities.PlayActivity;
import Game.Character_package.Ghost;
import Game.Character_package.Pacman;

public class GameView extends SurfaceView implements Runnable,SurfaceHolder.Callback,GestureDetector.OnGestureListener {
    private static final float SWIPE_THRESHOLD = 2;
    private static final float SWIPE_VELociTY = 2;
    private boolean GHOST_INICIALIZED=false;
    private GestureDetector gestureDetector;
    private GameManager gameManager;
    private Thread thread; //game thread
    private SurfaceHolder holder;
    private boolean canDraw = false;
    private int blockSize;                // Ancho de la pantalla,ancho del bloque
    private static int movementFluencyLevel=8; //this movement should be a multiple of the blocksize and multiple of 4,if note the pacman will pass walls

    private int totalFrame = 4;             // Cantidad total de animation frames por direccion
    private int currentArrowFrame = 0;      // animation frame de arrow actual
    private long frameTicker;               // tiempo desde que el ultimo frame fue dibujado

    //----------------------------------------------------------------------------------------------
    //Constructors
    public GameView(Context context) {
        super(context);
        this.constructorHelper(context);
    }

    public GameView(Context context,AttributeSet attrs) {
        super(context,attrs);
        this.constructorHelper(context);
    }

    public GameView(Context context,AttributeSet attrs,int defStyle) {
        super(context,attrs,defStyle);
        this.constructorHelper(context);

    }

    private void constructorHelper(Context context) {
        this.gestureDetector = new GestureDetector(this);
        this.setFocusable(true);
        this.holder = getHolder();
        this.holder.addCallback(this);
        this.frameTicker = (long) (1000.0f / totalFrame);

        this.gameManager=new GameManager(this);

        int screenWidth=getResources().getdisplayMetrics().widthPixels;
        this.blockSize = ((((screenWidth/this.gameManager.getGameMap().getMapWidth())/movementFluencyLevel)*movementFluencyLevel)/4)*4;
        this.holder.setFixedSize(blockSize*this.gameManager.getGameMap().getMapWidth(),blockSize*this.gameManager.getGameMap().getMapHeight());

        this.gameManager.getGameMap().loadBonusBitmaps(this);
        this.gameManager.setPacman(new Pacman("pacman","",this,this.movementFluencyLevel));

        Ghost.loadCommonBitmaps(this);
    }
    //----------------------------------------------------------------------------------------------
    //Getters and setters
    public int getBlockSize() {
        return blockSize;
    }
    public GameManager getGameManager() {
        return gameManager;
    }
    public int getMovementFluencyLevel(){return movementFluencyLevel;}
    //----------------------------------------------------------------------------------------------

    private synchronized void initGhost(){
        if(!GHOST_INICIALIZED){
            GHOST_INICIALIZED=true;
            this.gameManager.initGhosts(this);
        }
    }

    @RequiresApi(api = Build.VERSION_CODES.N)
    @Override
    public void run() {
        long gameTime;
        Canvas canvas;
        while (!holder.getSurface().isValid()) {
        }
        this.initGhost();
        this.setFocusable(true);
        while (canDraw) {
            gameTime=System.currentTimeMillis();
            if(gameTime > frameTicker + (totalFrame * 15)){
                canvas = holder.lockCanvas();
                if(canvas!=null){
                    if(this.updateFrame(gameTime,canvas)){
                        try {
                            Thread.sleep(3000);
                        }catch (Exception e){}
                    }
                    holder.unlockCanvasAndPost(canvas);
                    if(this.gameManager.checkWinLevel()){
                        canDraw=false;
                        this.gameManager.cancelThreads();
                        try {
                            Thread.sleep(2000);
                        } catch (InterruptedException e) {}
                        //animation
                        Log.i("Game","You win");
                    }else if(!this.gameManager.getPacman().hasLifes()){
                        //we lost

                        canDraw=false;
                        this.gameManager.cancelThreads();

                        //animation
                        Log.i("Game","You lose");
                    }
                }
            }
        }

    }

    // Method to capture touchEvents
    @Override
    public boolean onTouchEvent(MotionEvent event) {
        //To swipe
        //https://www.youtube.com/watch?v=32RSS4tE-mc
        this.gestureDetector.onTouchEvent(event);
        super.onTouchEvent(event);
        return true;
    }

    //Chequea si se deberia actualizar el frame actual basado en el
    // tiempo que a transcurrido asi la animacion
    //no se ve muy rapida y mala
    @RequiresApi(api = Build.VERSION_CODES.N)
    private boolean updateFrame(long gameTime,Canvas canvas) {
        Pacman pacman;
        Ghost[] ghosts;
        boolean pacmanIsDeath;

        pacman=this.gameManager.getPacman();
        ghosts=this.gameManager.getGhosts();

        // Si el tiempo suficiente a transcurrido,pasar al siguiente frame
        frameTicker = gameTime;
        canvas.drawColor(Color.BLACK);
        this.gameManager.getGameMap().draw(canvas,Color.BLUE,this.blockSize,this.gameManager.getLevel());
        this.gameManager.moveGhosts(canvas,this.blockSize);
        pacmanIsDeath=pacman.move(this.gameManager,canvas);

        if(!pacmanIsDeath){
            // incrementar el frame
            pacman.changeFrame();
            for(int i=0; i<ghosts.length;i++){
                ghosts[i].changeFrame();
            }
            currentArrowFrame++;
            currentArrowFrame%=7;
        }else{
            pacman.setNextDirection(' ');
            for(int i=0; i<ghosts.length;i++){
                ghosts[i].respawn();
            }
        }
        return pacmanIsDeath;
    }

    //----------------------------------------------------------------------------------------------
    //Callback methods
    @RequiresApi(api = Build.VERSION_CODES.N)
    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        canDraw = true;
        this.thread= new Thread(this);
        this.thread.start();
    }

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

    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
    }

    //----------------------------------------------------------------------------------------------
    public void resume() {
        this.canDraw = true;
        thread = new Thread(this);
        thread.start();
    }

    public void pause() {
        this.canDraw = false;
        while (true) {
            try {
                thread.join();
                return;
            } catch (InterruptedException e) {
                // retry
            }
            break;
        }
        this.thread=null;
    }

    @Override
    public boolean onDown(MotionEvent e) {
        return false;
    }

    @Override
    public void onShowPress(MotionEvent e) {
    }

    @Override
    public boolean onSingleTapUp(MotionEvent e) {
        return false;
    }

    @Override
    public boolean onScroll(MotionEvent e1,MotionEvent e2,float distanceX,float distanceY) {
        return false;
    }

    @Override
    public void onLongPress(MotionEvent e) {
    }

    @Override
    public boolean onFling(MotionEvent downEvent,MotionEvent moveEvent,float veLocityX,float veLocityY) {
        //To swipe
        //https://www.youtube.com/watch?v=32RSS4tE-mc
        float diffX,diffY;
        Pacman pacman;
        Log.i("Fling","detected");

        diffX = moveEvent.getX() - downEvent.getX();
        diffY = moveEvent.getY() - downEvent.getY();
        pacman=this.gameManager.getPacman();

        if (Math.abs(diffX) > Math.abs(diffY)) {
            //right or left swipe
            if (Math.abs(diffX) > SWIPE_THRESHOLD && Math.abs(veLocityX) > SWIPE_VELociTY) {
                if (diffX > 0) {
                    //right
                    pacman.setNextDirection('r');
                } else {
                    //left
                    pacman.setNextDirection('l');
                }
            }

        } else {
            //up or down swipe
            if (Math.abs(diffY) > SWIPE_THRESHOLD && Math.abs(veLocityY) > SWIPE_VELociTY) {
                if (diffY > 0) {
                    //down
                    pacman.setNextDirection('d');
                } else {
                    //up
                    pacman.setNextDirection('u');
                }
            }
        }
        return true;
    }

}

最后是GameManager代码

package Game;

import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.os.Build;
import android.util.Log;
import android.widget.TextView;

import androidx.annotation.RequiresApi;

import com.example.pacman.R;

import org.jetbrains.annotations.NotNull;

import Game.Behavior.ChaseBehavior.*;
import Game.Character_package.Ghost;
import Game.Character_package.Pacman;
import Game.GameCountDown.*;


public class GameManager {
    private static final int TOTAL_LEVELS=256;
    private GameMap gameMap;
    private int level,bonusResetTime,score;
    private CountDownScareGhosts scareCountDown;
    private Pacman pacman;
    private Ghost[] ghosts;
    private boolean fruitHasBeenInTheLevel;

    public GameManager(GameView gameView){
        this.fruitHasBeenInTheLevel=false;
        this.score=0;
        this.gameMap=new GameMap();
        this.gameMap.loadMap1();
        this.level=1;
        this.ghosts=new Ghost[4];
        this.bonusResetTime = 5000;
        this.scareCountDown=null;
    }

    public void addscore(int s){
        this.score+=s;
    }

    public int getscore() {
        return this.score;
    }
    public int getLevel() {
        return this.level;
    }
    public GameMap getGameMap() {
        return this.gameMap;
    }
    public Ghost[] getGhosts(){
        return this.ghosts;
    }
    public Ghost getGhost(int i) {
        return this.ghosts[i];
    }
    public Pacman getPacman(){
        return this.pacman;
    }
    public void setPacman(Pacman pacman){
        this.pacman=pacman;
    }


    public void eatPallet(int posXMap,int posYMap){
        this.score+=10;
        //Log.i("score",Double.toString(this.score).substring(0,Double.toString(this.score).indexOf('.')));
        this.gameMap.getMap()[posYMap][posXMap]=0;
    }

    public void eatBonus(int posXMap,int posYMap){
        this.score+=500;
        //Log.i("score",Double.toString(this.score).indexOf('.')));
        this.gameMap.getMap()[posYMap][posXMap]=0;
    }

    public void eatSuperPallet(int posXMap,int posYMap){
        this.score+=50;
        Log.i("score",Double.toString(this.score).indexOf('.')));
        this.gameMap.getMap()[posYMap][posXMap]=0;

        //Si hay un timer andando lo cancelo y ejecuto otro
        if (this.scareCountDown != null){
            this.scareCountDown.cancel();
        }
        this.scareCountDown = new CountDownScareGhosts(this.ghosts,this.gameMap.getMap());
        this.scareCountDown.start();
    }

    public void tryCreateBonus(){
        //only if pacman has eaten 20 pallets we should allow the fruit appear
        if(!this.fruitHasBeenInTheLevel && this.gameMap.getEatenPallets()>=20){
            //to not allow the fruit be again in the level
            this.fruitHasBeenInTheLevel=true;
            new CountdownBonusThread(this.gameMap,this.bonusResetTime).start();
        }
    }

    @RequiresApi(api = Build.VERSION_CODES.N)
    public void moveGhosts(Canvas canvas,int blocksize) {
        for (int i = 0; i < ghosts.length; i++) {
            ghosts[i].move(this.gameMap.getMap(),this.pacman);
            ghosts[i].draw(canvas);
        }
    }

    public synchronized void initGhosts(@NotNull GameView gv) {
        int[][]spawnPositions,cornersPositions,notupdownPositions,defaultTargets;
        int movementeFluency;

        defaultTargets=this.gameMap.getDefaultGhostTarget();
        notupdownPositions=this.gameMap.getNotupdownDecisionPositions();
        spawnPositions=this.gameMap.getGhostsspawnPositions();
        cornersPositions=this.gameMap.getGhostsScatterTarget();
        movementeFluency=gv.getMovementFluencyLevel();
        //start position
        // 5 blinky spawn [13,11]
        // 6 pinky spawn [15,11]
        // 7 inky spawn [13,16]
        // 8 clyde spawn [15,16]
        this.ghosts=new Ghost[4];
        ghosts[0] = new Ghost("blinky",gv,spawnPositions[0],cornersPositions[0],new BehaviorChaseAgressive(notupdownPositions,movementeFluency,defaultTargets[0]),'l',defaultTargets[0]);
        ghosts[1] = new Ghost("pinky",spawnPositions[1],cornersPositions[1],new BehaviorChaseAmbush(notupdownPositions,defaultTargets[1]),'r',defaultTargets[1]);
        ghosts[2] = new Ghost("inky",spawnPositions[2],cornersPositions[2],new BehaviorChasePatrol(notupdownPositions,this.ghosts[0],defaultTargets[0]);
        ghosts[3] = new Ghost("clyde",spawnPositions[3],cornersPositions[3],new BehaviorChaseRandom(notupdownPositions,defaultTargets[1]);

        try{
            Thread.sleep(200);
        }catch(Exception e){}

        for (int i=0;i<ghosts.length;i++){
            ghosts[i].onLevelStart(1);
        }

    }

    public boolean checkWinLevel() {
        //player win the level if he has eaten all the pallet
        return this.gameMap.countPallets()==0;
    }

    public void onResume(){
        for (int i=0 ; i<this.ghosts.length;i++){
            this.ghosts[i].cancelBehavoirThread();
        }
        if(this.scareCountDown!=null && !this.scareCountDown.hasEnded()){
            this.scareCountDown.start();
        }
    }

    public void onPause(){
        for (int i=0 ; i<this.ghosts.length;i++){
            this.ghosts[i].cancelBehavoirThread();
        }
        if(this.scareCountDown!=null && !this.scareCountDown.hasEnded()){
            this.scareCountDown=this.scareCountDown.onPause();
        }
    }

    public void cancelThreads(){
        for (int i=0 ; i<this.ghosts.length;i++){
            this.ghosts[i].cancelBehavoirThread();
        }
        if(this.scareCountDown!=null){
            this.scareCountDown.cancel();
        }
    }

}

到目前为止,我所知道的是我无法将scoreTv发送到GameView,因为GameView由于不在同一个线程中而无法更改它。每当调用我之前告诉您的任何方法时,我都需要PlayActivity实例做出反应。

解决方法

好吧,我找到了一个解决方案,我不喜欢,很难。 接下来我要做的是

  1. 我在AppCompatActivity中创建了STATIC SEMAPHORE
  2. 我也将它作为STATIC SEMAPHORE传递给了GameManager类,并且我将该类的分数更改为静态
  3. 最后,我在PlayActivity中运行了一个线程,使用方法runOnUiThread来更新scoreTv,该线程将获得许可,每当在GameManager中更新SCORE以避免活动等待时,该许可都是不合法的

您可能会问为什么我要评论STATIC。如果我不这样做,我不知道为什么GameManager的引用会丢失。如果有人知道答案,请发布。 这里是git仓库的link,这里是类的代码

public class PlayActivity extends AppCompatActivity {
    private TextView playerNickname;
    private TextView scoreTv;
    private TextView maxScore;
    private SurfaceView gameSurfaceView;
    private GameView gameView;
    private GameManager gameManager;
    private static Semaphore CHANGE_SCORE_MUTEX=new Semaphore(0,true);
    private static Semaphore CHANGE_DIRECTION_MUTEX=new Semaphore(0,true);
    private Thread changeScoreThread,changeDirectionThread;

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        //Modified code
        setContentView(R.layout.activity_game);
        //we get text view that we will use
        playerNickname=(TextView) this.findViewById(R.id.tv_player);
        scoreTv=(TextView) this.findViewById(R.id.tv_current_score);
        maxScore=(TextView) this.findViewById(R.id.tv_current_max_score);
        gameSurfaceView= (GameView) this.findViewById(R.id.game_view);

        //set text view initial values
    
  playerNickname.setText(getIntent().getExtras().getString("playerNickname"));
       scoreTv.setText("0");

       maxScore.setText("To modify");

       this.gameView=new GameView(gameSurfaceView.getContext());
       this.gameManager=this.gameView.getGameManager();
       this.gameView.setSemaphores(CHANGE_SCORE_MUTEX,CHANGE_DIRECTION_MUTEX);
       this.gameSurfaceView.getHolder().addCallback(this.gameView);
    }    

    protected void onResume(){
        super.onResume();
        this.gameView.resume();
        this.initChangerThreads();
    }

    public void updateScoreTv(int score){
        this.scoreTv.setText(""+score);
    }

    protected void onPause(){
        super.onPause();
        this.gameView.pause();
        //in order to stop the threads
        CHANGE_SCORE_MUTEX.release();
        CHANGE_DIRECTION_MUTEX.release();
    }

    public void onLose(double score){
        //We try to save the score,if there is a previous register we write only if this score
        //is better that the one before
        DBManager manager;
        long raw;
        Score scoreToSave;
        manager=new DBManager(this);

        scoreToSave=new Score(this.playerNickname.toString(),score);
        if(manager.saveScore(scoreToSave)==-1){
            //if i couldn't save the score
            if(manager.updateScore(scoreToSave)!=-1){
                //if my new score is better than the one previous
            }else{
                //if my new score is worse or equal than the one previous
            }
        }
    }   

    private void initChangerThreads() {
        this.changeScoreThread = new Thread(new Runnable() {
        public void run() {
            while (gameView.isDrawing()) {
                //Log.i("Score ",""+gameManager.getScore());
                try {
                    CHANGE_SCORE_MUTEX.acquire();
                    runOnUiThread(new Runnable() {
                        @Override
                        public void run() {
                            updateScoreTv(gameView.getGameManager().getScore());
                        }
                    });
                }catch (Exception e){}
             }
        }
        });
        this.changeScoreThread.start();
    }
}

GameView:我刚刚添加了此方法

public void setSemaphores(Semaphore changeScoreSemaphore,Semaphore changeDirectionSemaphore){
    this.gameManager.setChangeScoreSemaphore(changeScoreSemaphore);
    this.gameManager.getPacman().setChangeDirectionSemaphore(changeDirectionSemaphore);
    Log.i("Semaphore","setted");
}

GameManager

public class GameManager {
    private static final int TOTAL_LEVELS=256;
    private static int SCORE=0;
    private GameMap gameMap;
    private int level,bonusResetTime;//,score;
    private CountDownScareGhosts scareCountDown;
    private Pacman pacman;
    private Ghost[] ghosts;
    private boolean fruitHasBeenInTheLevel;
    private static Semaphore CHANGE_SCORE_MUTEX;

    public GameManager(){
        this.fruitHasBeenInTheLevel=false;
        //this.score=0;
        this.gameMap=new GameMap();
        this.gameMap.loadMap1();
        this.level=1;
        this.ghosts=new Ghost[4];
        this.bonusResetTime = 5000;
        this.scareCountDown=null;
    }

    public void setChangeScoreSemaphore(Semaphore changeScoreSemaphore) {
        CHANGE_SCORE_MUTEX = changeScoreSemaphore;
        //if(this.changeScoreSemaphore==null){
        //    Log.i("Change Score Semaphore","I'm null");
        //}else{
        //    Log.i("Change Score Semaphore","I'm not null");
        //}
    }

    public void addScore(int s){
        //this.score+=s;
        SCORE+=s;
        CHANGE_SCORE_MUTEX.release();
        /*if(this.changeScoreSemaphore==null){
            Log.i("Change Score Semaphore","I'm null");
        }else{
            Log.i("Change Score Semaphore","I'm not null");
        }*/
        //this.changeScoreSemaphore.release();
    }

    public int getScore() {
        return SCORE;
        //return this.score;
    }

    public int getLevel() {
        return this.level;
    }
    public GameMap getGameMap() {
        return this.gameMap;
    }
    public Ghost[] getGhosts(){
        return this.ghosts;
    }
    public Pacman getPacman(){
        return this.pacman;
    }
    public void setPacman(Pacman pacman){
        this.pacman=pacman;
    }


    public void eatPallet(int posXMap,int posYMap){
        SCORE+=10;
        CHANGE_SCORE_MUTEX.release();
        //this.score+=10;
        Log.i("Score GM",""+SCORE);
        //Log.i("Score GM",""+this.score);
        this.gameMap.getMap()[posYMap][posXMap]=0;
        //this.changeScoreSemaphore.release();
        //if(this.changeScoreSemaphore==null){
        //    Log.i("Change Score Semaphore","I'm not null");
        //}
    }

    public void eatBonus(int posXMap,int posYMap){
        SCORE+=500;
        CHANGE_SCORE_MUTEX.release();
        //this.score+=500;
        //Log.i("Score",Double.toString(this.score).substring(0,Double.toString(this.score).indexOf('.')));
        this.gameMap.getMap()[posYMap][posXMap]=0;
        //this.changeScoreSemaphore.release();
    }

    public void eatSuperPallet(int posXMap,int posYMap){
        SCORE+=50;
        CHANGE_SCORE_MUTEX.release();
        //this.score+=50;
        this.gameMap.getMap()[posYMap][posXMap]=0;

        //Si hay un timer andando lo cancelo y ejecuto otro
        if (this.scareCountDown != null){
            this.scareCountDown.cancel();
        }
        this.scareCountDown = new CountDownScareGhosts(this.ghosts,this.gameMap.getMap());
        this.scareCountDown.start();
        //this.changeScoreSemaphore.release();
    }

    public void tryCreateBonus(){
        //only if pacman has eaten 20 pallets we should allow the fruit appear
        if(!this.fruitHasBeenInTheLevel && this.gameMap.getEatenPallets()>=20){
            //to not allow the fruit be again in the level
            this.fruitHasBeenInTheLevel=true;
            new CountdownBonusThread(this.gameMap,this.bonusResetTime).start();
        }
    }

    @RequiresApi(api = Build.VERSION_CODES.N)
    public void moveGhosts(Canvas canvas,int blocksize) {
        for (int i = 0; i < ghosts.length; i++) {
            ghosts[i].move(this.gameMap.getMap(),this.pacman);
            ghosts[i].draw(canvas);
        }
    }

    public synchronized void initGhosts(int blocksize,Resources res,String packageName,int movementFluency) {
        int[][]spawnPositions,cornersPositions,notUpDownPositions,defaultTargets;

        defaultTargets=this.gameMap.getDefaultGhostTarget();
        notUpDownPositions=this.gameMap.getNotUpDownDecisionPositions();
        spawnPositions=this.gameMap.getGhostsSpawnPositions();
        cornersPositions=this.gameMap.getGhostsScatterTarget();
        //start position
        // 5 blinky spawn [13,11]
        // 6 pinky spawn [15,11]
        // 7 inky spawn [13,16]
        // 8 clyde spawn [15,16]
        this.ghosts=new Ghost[4];
        ghosts[0] = new Ghost("blinky",spawnPositions[0],cornersPositions[0],new BehaviorChaseAgressive(notUpDownPositions,movementFluency,defaultTargets[0]),'l',defaultTargets[0],blocksize,res,packageName);
        ghosts[1] = new Ghost("pinky",spawnPositions[1],cornersPositions[1],new BehaviorChaseAmbush(notUpDownPositions,defaultTargets[1]),'r',defaultTargets[1],packageName);
        ghosts[2] = new Ghost("inky",spawnPositions[2],cornersPositions[2],new BehaviorChasePatrol(notUpDownPositions,this.ghosts[0],packageName);
        ghosts[3] = new Ghost("clyde",spawnPositions[3],cornersPositions[3],new BehaviorChaseRandom(notUpDownPositions,packageName);

        try{
            Thread.sleep(200);
        }catch(Exception e){}

        for (int i=0;i<ghosts.length;i++){
            ghosts[i].onLevelStart(1);
        }

    }

    public boolean checkWinLevel() {
        //player win the level if he has eaten all the pallet
        return this.gameMap.countPallets()==0;
    }

    public void onResume(){
        for (int i=0 ; i<this.ghosts.length;i++){
            this.ghosts[i].cancelBehavoirThread();
        }
        if(this.scareCountDown!=null && !this.scareCountDown.hasEnded()){
            this.scareCountDown.start();
        }
    }

    public void onPause(){
        for (int i=0 ; i<this.ghosts.length;i++){
            this.ghosts[i].cancelBehavoirThread();
        }
        if(this.scareCountDown!=null && !this.scareCountDown.hasEnded()){
            this.scareCountDown=this.scareCountDown.onPause();
        }
    }

    public void cancelThreads(){
        for (int i=0 ; i<this.ghosts.length;i++){
            this.ghosts[i].cancelBehavoirThread();
        }
        if(this.scareCountDown!=null){
            this.scareCountDown.cancel();
        }
    }

}

我在任何地方都没有找到这样的解决方案,如果您当前遇到这样的问题,我希望可以为您节省很多研究时间:D

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