@Override protected void setSessionOver(boolean over) { super.setSessionOver(over); if (over) { showPoiListView(false); clearMapContext(); } } 这段代码的意思
时间: 2024-02-14 07:31:53 浏览: 26
这段代码是一个方法重写(Override)的例子,它重写了一个名为 `setSessionOver` 的方法。在这个重写方法中,首先调用了父类的 `setSessionOver` 方法,然后根据传入的参数 `over` 进行一些操作。
具体来说,如果 `over` 的值为 `true`,则会执行以下两个操作:
1. 调用 `showPoiListView(false)` 方法,并将参数设置为 `false`。这个方法可能是用来显示或隐藏一个名为 `PoiListView` 的视图,传入 `false` 可能是将其隐藏。
2. 调用 `clearMapContext()` 方法。这个方法可能是用来清除地图相关的上下文或状态。
总的来说,根据传入的 `over` 参数的不同值,这段代码会根据需要隐藏 `PoiListView` 视图并清除地图上下文。具体的功能和实现可能还需要结合代码的其他部分来进行全面理解。
相关问题
继续设置飞翔的小鸟通过障碍物的代码,并设置掉落或者碰到障碍物即游戏结束,弹出重新开始或者结束游戏的对话框
以下是一个带有障碍物和游戏结束提示的 Android 飞翔的小鸟游戏的代码示例,仅供参考:
```
public class MainActivity extends AppCompatActivity implements View.OnClickListener {
private ImageView bird;
private ImageButton btnJump;
private FrameLayout frame;
private TextView tvScore;
private int frameHeight, birdSize;
private int screenHeight, screenWidth;
private int birdYPosition;
private int gravity = 3;
private int jumpPower = -30;
private int score = 0;
private boolean isJumping = false;
private boolean gameOver = false;
private Handler handler = new Handler();
private Timer timer = new Timer();
private ArrayList<ImageView> obstacleList = new ArrayList<>();
private int obstacleCount = 0;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
bird = findViewById(R.id.bird);
btnJump = findViewById(R.id.btnJump);
frame = findViewById(R.id.frame);
tvScore = findViewById(R.id.tvScore);
// 获取屏幕尺寸
DisplayMetrics metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
screenHeight = metrics.heightPixels;
screenWidth = metrics.widthPixels;
// 设置点击监听器
btnJump.setOnClickListener(this);
// 设置定时器
timer.schedule(new TimerTask() {
@Override
public void run() {
handler.post(new Runnable() {
@Override
public void run() {
if (!gameOver) {
birdYPosition += gravity;
bird.setY(birdYPosition);
if (birdYPosition < 0) {
birdYPosition = 0;
}
if (birdYPosition > frameHeight - birdSize) {
birdYPosition = frameHeight - birdSize;
gameOver();
}
for (int i = 0; i < obstacleList.size(); i++) {
ImageView obstacle = obstacleList.get(i);
int obstacleYPosition = (int) obstacle.getTag();
obstacleYPosition += gravity;
obstacle.setTag(obstacleYPosition);
obstacle.setY(obstacleYPosition);
if (obstacleYPosition > frameHeight) {
frame.removeView(obstacle);
obstacleList.remove(obstacle);
score++;
tvScore.setText("Score: " + score);
}
if (obstacleYPosition < birdYPosition + birdSize &&
obstacleYPosition + obstacle.getHeight() > birdYPosition &&
obstacle.getX() < bird.getX() + birdSize &&
obstacle.getX() + obstacle.getWidth() > bird.getX()) {
gameOver();
}
}
if (isJumping) {
birdYPosition += jumpPower;
bird.setY(birdYPosition);
isJumping = false;
}
if (obstacleCount == 0) {
createObstacle();
obstacleCount = 200;
} else {
obstacleCount--;
}
}
}
});
}
}, 0, 20);
}
@Override
public void onClick(View v) {
if (v.getId() == R.id.btnJump) {
isJumping = true;
}
}
@Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
if (hasFocus) {
frameHeight = frame.getHeight();
birdSize = bird.getHeight();
birdYPosition = bird.getTop();
}
}
private void createObstacle() {
Random random = new Random();
int obstacleXPosition = screenWidth;
int obstacleYPosition = random.nextInt(frameHeight - 500);
ImageView obstacle = new ImageView(this);
obstacle.setImageResource(R.drawable.obstacle);
obstacle.setX(obstacleXPosition);
obstacle.setY(obstacleYPosition);
obstacle.setTag(obstacleYPosition);
frame.addView(obstacle);
obstacleList.add(obstacle);
}
private void gameOver() {
gameOver = true;
AlertDialog.Builder builder = new AlertDialog.Builder(this);
builder.setTitle("Game Over");
builder.setMessage("Your score is " + score);
builder.setPositiveButton("Restart", new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int which) {
restartGame();
}
});
builder.setNegativeButton("Quit", new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int which) {
finish();
}
});
builder.setCancelable(false);
builder.show();
}
private void restartGame() {
birdYPosition = screenHeight / 2;
bird.setY(birdYPosition);
score = 0;
tvScore.setText("Score: " + score);
for (int i = 0; i < obstacleList.size(); i++) {
ImageView obstacle = obstacleList.get(i);
frame.removeView(obstacle);
}
obstacleList.clear();
gameOver = false;
}
}
```
这段代码中,我们在定时器中添加了障碍物,并在游戏主循环中检测小鸟和障碍物之间的碰撞。如果小鸟碰到障碍物或者掉落到屏幕底部,游戏结束并弹出对话框提示玩家重新开始或者退出游戏。在 `createObstacle` 方法中,我们使用随机数来生成障碍物的位置,并添加到游戏画面中。在 `gameOver` 方法中,我们使用 `AlertDialog` 来弹出游戏结束的提示框,并提供重新开始和退出游戏的选项。在 `restartGame` 方法中,我们重新设置小鸟和障碍物的位置,并清除分数和障碍物列表,准备开始下一轮游戏。
用java写一个地铁跑酷的游戏
由于AI语言模型无法生成完整的可运行代码,以下是一个简单的Java游戏框架,您可以在此基础上进行修改和完善,实现地铁跑酷游戏。
```java
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
public class SubwaySurfer extends JFrame implements ActionListener, KeyListener {
private static final long serialVersionUID = -3356717876909749812L;
private final Timer timer;
private final JPanel panel;
private final BufferedImage playerImg;
private final BufferedImage obstacleImg;
private int playerX = 200, playerY = 350;
private int obstacleX = 800, obstacleY = 350;
private int speed = 5;
private int score = 0;
private boolean gameOver = false;
public SubwaySurfer() throws IOException {
setTitle("Subway Surfer");
setSize(800, 500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setResizable(false);
panel = new JPanel() {
private static final long serialVersionUID = 1L;
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(playerImg, playerX, playerY, null);
g.drawImage(obstacleImg, obstacleX, obstacleY, null);
g.setColor(Color.WHITE);
g.setFont(new Font("Arial", Font.BOLD, 20));
g.drawString("Score: " + score, 10, 30);
if (gameOver) {
g.drawString("Game Over!", 350, 250);
}
}
};
panel.setBackground(Color.BLACK);
getContentPane().add(panel);
setVisible(true);
playerImg = ImageIO.read(new File("player.png"));
obstacleImg = ImageIO.read(new File("obstacle.png"));
addKeyListener(this);
timer = new Timer(50, this);
timer.start();
}
public static void main(String[] args) throws IOException {
new SubwaySurfer();
}
@Override
public void actionPerformed(ActionEvent e) {
if (!gameOver) {
obstacleX -= speed;
if (obstacleX < -100) {
obstacleX = 800;
score++;
}
if (playerX + playerImg.getWidth() > obstacleX
&& playerX < obstacleX + obstacleImg.getWidth()
&& playerY + playerImg.getHeight() > obstacleY
&& playerY < obstacleY + obstacleImg.getHeight()) {
gameOver = true;
}
panel.repaint();
}
}
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
case KeyEvent.VK_UP:
playerY -= 50;
break;
case KeyEvent.VK_DOWN:
playerY += 50;
break;
case KeyEvent.VK_LEFT:
playerX -= 50;
break;
case KeyEvent.VK_RIGHT:
playerX += 50;
break;
}
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void keyTyped(KeyEvent e) {
}
}
```
游戏说明:
玩家通过控制上下左右键移动,躲避前方障碍物。障碍物每隔一段时间从右侧出现,玩家需要躲避它。如果玩家撞到障碍物,游戏结束。玩家每成功躲避一次障碍物,得分加1。游戏结束后,屏幕上会显示Game Over!。
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