Hoffentlich kann ich dazu einen Rat bekommen.Zurück zur Hauptaktivität in der Android-App mit der Zurück-Taste, um die User-Punktzahl zu sehen
Mein Programm hat einen Sprit, das, wenn Treffer-/geklickt hat, eine Partitur auf dem Bildschirm ausgezählt wird. Wenn das Spiel zu Ende ist (die Zeit abgelaufen ist), möchte ich, dass der Benutzer die Zurück-Taste auf seinem Telefon drücken kann, um zum Hauptbildschirm/Startbildschirm/Aktivität zurückzukehren, wo sie das Spiel begonnen haben, aber es wird auch ihre Punktzahl anzeigen (wie viele Treffer).
Ich kämpfe um herauszufinden, wie es zu bekommen mit der Zurück-Taste drücken, um zurückzukehren. Ich kann das Highscore-Bit zu einem späteren Zeitpunkt herausfinden, wenn es sein muss. Ich möchte nur zu diesem Startbildschirm zurückkehren.
UPDATE:
ich denke, es etwas mit meinem Manifest zu tun hat, warum ist es nicht funktioniert. Ich habe versucht, die 'GameView' Klasse zum Manifest hinzuzufügen, aber sie wird es nicht akzeptieren. Es besagt, dass es keinen Standardkonstruktor hat. Irgendwelche Ideen?
<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>
Mein GameView Code ist unten:
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) {
}
}
Mein MainActivity unten:
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));
}
}
}
}
}
Wie immer jede Hilfe sehr dankbar.
Dank
versuchen, die onBackPressed() der Aktivität zu überschreiben und starten Sie die Aktivität mit Hilfe der Absicht, die Ihnen den gewünschten Effekt bieten kann, Kommentar der super.onBackPressed() onBackPressed() –