2017-03-28 46 views
2

希望我可以得到一些建議。回到主要活動在Android應用程序後退鍵看到用戶得分

我的程序有一個精靈,當點擊/點擊時,屏幕上會顯示一個分數。當遊戲結束(時間用完)時,我希望用戶能夠按下手機上的後退鍵返回到開始遊戲的主/開始屏幕/活動,但它也會顯示他們的分數(多少點擊)。

我正在努力弄清楚如何讓它回到後面的按鍵。如果需要,我可以在以後的日期找出高分位。我只想回到那個開始屏幕。

UPDATE:

我認爲它可能有一些與我的表現做,爲什麼它不工作。我試圖將'GameView'類添加到清單,但它不會接受它。它說它沒有默認的構造函數。有任何想法嗎?

<application 
    android:allowBackup="true" 
    android:icon="@drawable/ic_launcher" 
    android:label="@string/app_name" 
    android:theme="@style/AppTheme" > 
    <activity 
     android:name="cct.mad.lab.MainMenu" 
     android:label="@string/app_name" > 
     <intent-filter> 
      <action android:name="android.intent.action.MAIN" /> 

      <category android:name="android.intent.category.LAUNCHER" /> 
     </intent-filter> 
    </activity> 
    <activity 
     android:name=".GameActivity" 
     android:label="@string/app_name" > 
    </activity> 
    <activity 
     android:name=".GameView" 
     android:label="@string/app_name" > 
    </activity> 

我GameView代碼如下:

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; 
// To track if a game is over 
private boolean gameOver; 
// To play sound 
private SoundPlayer sound; 

//int backButtonCount = 0; 

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); 

    //sound = new SoundPlayer(this); 

} 
/* 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 


//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; 
    gameOver = false; 


} 

// 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(); 
     gameOver = true; 
    } 
    public void onTick (long millisUntilFinished) { 
     displayTime = " " + millisUntilFinished/1000; 
    } 
} 


//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); 

    if (!gameOver) { 
     sprite.draw(canvas); 
     canvas.drawText("Time Remaining: " + displayTime, 35, 50, paint); 
     canvas.drawText("Number of hits: " + hitCount, 250, 50, paint); 
    } else 
     canvas.drawText("Game Over!", 185, 100, paint); 
     canvas.drawText("To go back to the main menu, press the 'back' key", 15, 150, paint); 


} 

//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); 
      //sound.playZapSound(); 
      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) { 

} 

} 

我的MainActivity低於:

public class MainMenu extends Activity { 

private static final int SCORE_REQUEST_CODE = 1;// The request code for the intent 

TextView tvScore; 
String score; 
Intent gameIntent; 

protected void onCreate(Bundle savedInstanceState) { 
    super.onCreate(savedInstanceState); 
    setContentView(R.layout.game_start); 
} 

public void startGame(View v){ 
    gameIntent = new Intent(this,GameActivity.class); 
    startActivityForResult(gameIntent, SCORE_REQUEST_CODE); 
} 
/* Create Options Menu */ 
public boolean onCreateOptionsMenu(Menu menu) { 
    // Inflate the menu; this adds items to the action bar if it is present. 
    getMenuInflater().inflate(R.menu.main_menu, menu); 
    return true; 
} 

// Respond to item selected on OPTIONS MENU 
public boolean onOptionsItemSelected(MenuItem item) { 
    // Handle item selection 
    switch (item.getItemId()) { 
    //put data in Intent 
    case R.id.easy: 
     Toast.makeText(this, "Easy chosen", Toast.LENGTH_SHORT).show(); 
     return true; 
    case R.id.medium: 
     Toast.makeText(this, "Medium chosen", Toast.LENGTH_SHORT).show(); 
     return true; 
    case R.id.hard: 
     Toast.makeText(this, "Hard chosen", Toast.LENGTH_SHORT).show(); 
     return true; 
    case R.id.other: 
     Toast.makeText(this, "Other chosen", Toast.LENGTH_SHORT).show(); 
     return true; 
    default: 
     return super.onOptionsItemSelected(item); 
    } 
} 

protected void onActivityResult(int requestCode, int resultCode, Intent retIntent) { 
    // Check which request we're responding to 
    if (requestCode == SCORE_REQUEST_CODE) { 
     // Make sure the request was successful 
     if (resultCode == RESULT_OK) { 
      if (retIntent.hasExtra("GAME_SCORE")) { 
       int scoreFromGame = retIntent.getExtras().getInt("GAME_SCORE"); 
       tvScore.setText(Integer.toString(scoreFromGame)); 
      } 
     } 
    } 

} 


} 

與往常一樣,任何幫助,不勝感激。

謝謝

+0

嘗試重寫onBackPressed()的活動,並啓動活動的意圖,可能會提供您所期望的效果的幫助,也評論onBackPressed() –

回答

0

使用onBackPressed。

@Override 
public void onBackPressed() { 
    Intent i= new Intent(your_present_activity.this,the_activity_you_want_to_jump_to.class); 
    startActivity(i); 
    finish(); 
} 

您可以使用newintent.putExtra(name,「key」)將您的分數記錄到Main.class中;

+0

super.onBackPressed()有什麼地方特別是我應該把這個因爲覆蓋會出現錯誤 - 「方法不會覆蓋超類中的方法」 –

+0

調用super.onBackPressed();不要刪除@override。 – qwerty421

+0

添加,給出了錯誤 - '無法解析方法'onBackPressed()'' –

0

看來我的後退按鈕不起作用的問題全部歸結於doDraw方法中的其他語句,而沒有在兩個語句中使用花括號。添加這些,它工作正常。當按下後退按鈕時,會自動調用surfaceDestroyed方法,因爲這會停止gameLoopThread類。

感謝大家試圖幫助我。

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