2017-03-22 12 views
0

私は左上隅にカウントダウンタイマーを持つゲームを作成しようとしています。Androidスタジオでカウントダウンタイマーを設定する

私はTextViewボックスを作成し、それを '時間'と呼んでいましたが、私が見る限り、タイマーを正しく設定しましたが、何も表示されません。

私のコードは以下の通りです:

public class GameView extends SurfaceView implements SurfaceHolder.Callback { 

/* Member (state) fields */ 
private GameLoopThread gameLoopThread; 
private Paint paint; //Reference a paint object 
/** The drawable to use as the background of the animation canvas */ 
private Bitmap mBackgroundImage; 
// For creating the game Sprite 
private Sprite sprite; 
// For recording the number of hits 
private int hitCount; 

public GameView(Context context) { 
    super(context); 
    // Focus must be on GameView so that events can be handled. 
    this.setFocusable(true); 
    // For intercepting events on the surface. 
    this.getHolder().addCallback(this); 
    // Background image added 
    mBackgroundImage = BitmapFactory.decodeResource(this.getResources(), R.drawable.half_moon); 

} 
/* Called immediately after the surface created */ 
public void surfaceCreated(SurfaceHolder holder) { 
    // We can now safely setup the game start the game loop. 
    ResetGame();//Set up a new game up - could be called by a 'play again option' 
    mBackgroundImage = Bitmap.createScaledBitmap(mBackgroundImage, getWidth(), getHeight(), true); 
    gameLoopThread = new GameLoopThread(this.getHolder(), this); 
    gameLoopThread.running = true; 
    gameLoopThread.start(); 
} 

// For the countdown timer 
private long startTime; // Timer to count down from 
private final long interval = 1 * 1000; // 1 sec interval 
private CountDownTimer countDownTimer; // Reference to the class 
private boolean timerRunning = false; 
private String displayTime; // To display the time on the screen 
private TextView time = (TextView) findViewById(R.id.time); 

// Countdown Timer - private class 
private class MyCountDownTimer extends CountDownTimer { 

    public MyCountDownTimer (long startTime, long interval) { 
     super(startTime, interval); 
    } 
    public void onFinish() { 
     displayTime = "Time is up!"; 
     timerRunning = false; 
     countDownTimer.cancel(); 
    } 
    public void onTick (long millisUntilFinished) { 
     displayTime = " " + millisUntilFinished/1000; 

    } 
} 

//To initialise/reset game 
private void ResetGame(){ 
    /* Set paint details */ 
    paint = new Paint(); 
    paint.setColor(Color.WHITE); 
    paint.setTextSize(20); 
    sprite = new Sprite(this); 
    hitCount = 0; 
    // Set timer 
    startTime = 10; // Start at 10s to count down 
    // Create new object - convert startTime to milliseconds 
    countDownTimer = new MyCountDownTimer(startTime*1000, interval); 
    countDownTimer.start(); // Start the time running 
    timerRunning = true; 


} 


//This class updates and manages the assets prior to drawing - called from the Thread 
public void update(){ 

    sprite.update(); 

} 
/** 
* To draw the game to the screen 
* This is called from Thread, so synchronisation can be done 
*/ 
public void doDraw(Canvas canvas) { 
    //Draw all the objects on the canvas 
    canvas.drawBitmap(mBackgroundImage, 0, 0, null); 
    canvas.drawText("The Game ",15,25, paint); 
    sprite.draw(canvas); 
} 

//To be used if we need to find where screen was touched 
public boolean onTouchEvent(MotionEvent event) { 
     if (sprite.wasItTouched(event.getX(), event.getY())) { 
      // This just renews the sprite for now 
      sprite = new Sprite(this); 
      hitCount++; 
     } 
    return true; 
} 

public void surfaceDestroyed(SurfaceHolder holder) { 
    gameLoopThread.running = false; 

    // Shut down the game loop thread cleanly. 
    boolean retry = true; 
    while(retry) { 
     try { 
      gameLoopThread.join(); 
      retry = false; 
     } catch (InterruptedException e) {} 
    } 
} 

public void getHitCount() { 

} 

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

} 



} 

はいつものように、任意のヘルプは大歓迎します。

+0

は、あなたがのTextView内のテキストを設定していない知っているあなたのneeds.Pleaseを満たしていない場合。それで空のテキストを表示します。 –

答えて

0

onTick方法において、TextView

使用にdisplayTimeの値を割り当てる: time.setText(displayTime);

3
public class GameView extends SurfaceView implements SurfaceHolder.Callback { 

/* Member (state) fields */ 
private GameLoopThread gameLoopThread; 
private Paint paint; //Reference a paint object 
/** The drawable to use as the background of the animation canvas */ 
private Bitmap mBackgroundImage; 
// For creating the game Sprite 
private Sprite sprite; 
// For recording the number of hits 
private int hitCount; 
private TextView time; 
Handler handler = new Handler(); 

public GameView(Context context) { 
    super(context); 
    // Focus must be on GameView so that events can be handled. 
    this.setFocusable(true); 
    // For intercepting events on the surface. 
    this.getHolder().addCallback(this); 
    // Background image added 
    mBackgroundImage = BitmapFactory.decodeResource(this.getResources(), R.drawable.half_moon); 
    time = (TextView) context.findViewById(R.id.time); 
    handler = new Handler(); 
} 

/* Called immediately after the surface created */ 
public void surfaceCreated(SurfaceHolder holder) { 
    // We can now safely setup the game start the game loop. 
    ResetGame();//Set up a new game up - could be called by a 'play again option' 
    mBackgroundImage = Bitmap.createScaledBitmap(mBackgroundImage, getWidth(), getHeight(), true); 
    gameLoopThread = new GameLoopThread(this.getHolder(), this); 
    gameLoopThread.running = true; 
    gameLoopThread.start(); 
} 

// For the countdown timer 
private long startTime; // Timer to count down from 
private final long interval = 1 * 1000; // 1 sec interval 
private CountDownTimer countDownTimer; // Reference to the class 
private boolean timerRunning = false; 
private String displayTime; // To display the time on the screen 


// Countdown Timer - private class 
private class MyCountDownTimer extends CountDownTimer { 

    public MyCountDownTimer (long startTime, long interval) { 
     super(startTime, interval); 
    } 
    public void onFinish() { 
     displayTime = "Time is up!"; 
     timerRunning = false; 
     countDownTimer.cancel(); 
    } 
    public void onTick (long millisUntilFinished) { 
     int dTime = (millisUntilFinished/1000); 
     displayTime = " " + dTime; 
     Log.d("displayTime: ", displayTime); 
     if(time != null){   
      handler.post(new Runnable(){ 
      time.setText(displayTime); 
      });    
     } 
    } 
} 

//To initialise/reset game 
private void ResetGame(){ 
    /* Set paint details */ 
    paint = new Paint(); 
    paint.setColor(Color.WHITE); 
    paint.setTextSize(20); 
    sprite = new Sprite(this); 
    hitCount = 0; 
    // Set timer 
    startTime = 10; // Start at 10s to count down 
    // Create new object - convert startTime to milliseconds 
    countDownTimer = new MyCountDownTimer(startTime*1000, interval); 
    countDownTimer.start(); // Start the time running 
    timerRunning = true; 


} 


//This class updates and manages the assets prior to drawing - called from the Thread 
public void update(){ 

    sprite.update(); 

} 
/** 
* To draw the game to the screen 
* This is called from Thread, so synchronisation can be done 
*/ 
public void doDraw(Canvas canvas) { 
    //Draw all the objects on the canvas 
    canvas.drawBitmap(mBackgroundImage, 0, 0, null); 
    canvas.drawText("The Game ",15,25, paint); 
    sprite.draw(canvas); 
} 

//To be used if we need to find where screen was touched 
public boolean onTouchEvent(MotionEvent event) { 
     if (sprite.wasItTouched(event.getX(), event.getY())) { 
      // This just renews the sprite for now 
      sprite = new Sprite(this); 
      hitCount++; 
     } 
    return true; 
} 

public void surfaceDestroyed(SurfaceHolder holder) { 
    gameLoopThread.running = false; 

    // Shut down the game loop thread cleanly. 
    boolean retry = true; 
    while(retry) { 
     try { 
      gameLoopThread.join(); 
      retry = false; 
     } catch (InterruptedException e) {} 
    } 
} 

public void getHitCount() { 

} 

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

} 



} 
+0

ありがとうございます。ただし、この行を追加するとアプリケーションがクラッシュし、クラッシュを防ぐためにタイマ –

+0

をrunonUIThread()に表示しません。 –

+0

私はそれがnullポインタ例外だと思います。 @PhilAdamsあなたはlogcatログを投稿できますか? –

0
private class MyCountDownTimer extends CountDownTimer { 

    public MyCountDownTimer (long startTime, long interval) { 
      super(startTime, interval); 
     } 
     public void onFinish() { 
      displayTime = "Time is up!"; 
      timerRunning = false; 
      countDownTimer.cancel(); 
     } 
     public void onTick (long millisUntilFinished) { 
      displayTime = " " + millisUntilFinished/1000; 

      time.setText(new java.text.SimpleDateFormat("HH:mm:ss").format(new java.util.Date (millisUntilFinished))); 

     } 
    } 
0

//これは16秒countDownTimer

final int sec = 16000; 
      countDownTimer = new CountDownTimer(sec, 1000) { 

       public void onTick(long millisUntilFinished) { 
        int minute = (int) (millisUntilFinished/1000)/60; 
        int second = (int) (millisUntilFinished/1000) % 60; 
        mTimer.setText(String.format("%02d", minute) + ":" + String.format("%02d", second)); 
       } 

       public void onFinish() { 
            commonActions.showToast("Successfully Finished"); 
       } 

      }; 

スタートするためのものですタイマーを呼び出す

これは私が

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