2016-02-10 33 views
1

我的目标是在游戏无法到达后端时更改用户的屏幕。我的代码按预期执行,除非屏幕永远不会改变。这里的初始呼叫:HTTP请求后在单独的线程上更改呈现屏幕

timer.testTimeToServer(api, game); 

这里的计时器对象的类。我把(我的网址)代替我的后端的实际IP地址:

public class CustomTimer { 
private static final float timeToDrop = 2000; 
private float time = 0; 
private StopWatch watch = new StopWatch(); 

public void testTimeToServer(ApiCall api,final proofOfConcept game){ 
    watch.start(); 
    api.httpGetWithCallback("(my url)/api/v1/character", new CallBack(){ 
     @Override 
     public void callback(String resp){ 
      System.out.println("Server Responded"); 
      time = watch.getTime(); 
      watch.stop(); 
      watch.reset(); 
      if(time > timeToDrop){ 
       game.setScreen(new GameOverScreen(game, false)); 
       System.out.println("Should have switched screen") 
      } 
     } 
    }); 
    } 
} 

这里是在API对象的httpGetWithCallback方法:

public void httpGetWithCallback (final String URL, final CallBack callback){ 
    Thread th = new Thread(new Runnable(){ 
        @Override 
        public void run() { 
           Gdx.app.postRunnable(new Runnable() { 

             @Override 
             public void run() { 

              Net.HttpRequest httpRequest = new Net.HttpRequest(Net.HttpMethods.GET); 
              httpRequest.setUrl(URL); 
              httpRequest.setHeader("Content-Type", "application/json"); 
              httpRequest.setTimeOut(timeoutTimeInMilli); 
              Gdx.net.sendHttpRequest(httpRequest, new Net.HttpResponseListener() { 
               @Override 
               public void handleHttpResponse(Net.HttpResponse httpResponse) { 
                String successValue = httpResponse.getResultAsString(); 
                if (successValue.contains("\"total_count\": 0"))//wrong credentials 
                { 
                 callback.callback("EMPTY"); 
                } else//there was a match yo! should probably have a unique conststraint on username. too hard eff it 
                { 
                 callback.callback(successValue); 
                } 
               } 

               @Override 
               public void failed(Throwable t) { 
                callback.callback("FAILED"); 
               } 

               @Override 
               public void cancelled() { 
                callback.callback("CANCELLED"); 
               } 
              }); 
             } 
            } 
       ); 
      } 
    }); 

    th.start(); 
    threads.add(th); 
} 

我很为难,因为代码打印出“应该切换屏幕“,所以它的行为像预期的那样,除了游戏被冻结并且屏幕切换从未实际发生。

+0

OpenGL不能很好地处理多线程。 –

+0

您是否尝试在更改屏幕的渲染方法内创建验证? 在java中,当你将变量传递给方法时,它们是实例的副本,所以在这个方法中调用game.setScreen 对原始实例不起作用,这不是像C,C++这样的指针。您需要以静态方式访问游戏对象,或者在渲染方法中验证它并更改屏幕。哦,你需要调用dispose();更换屏幕之后... – Hllink

回答

1

懒惰的方法:

在游戏主类:

public static ProofOfConcept game; 

和你的方法

public void testTimeToServer(ApiCall api){ 
    watch.start(); 
    api.httpGetWithCallback("(my url)/api/v1/character", new CallBack(){ 
     @Override 
     public void callback(String resp){ 
      System.out.println("Server Responded"); 
      time = watch.getTime(); 
      watch.stop(); 
      watch.reset(); 
      if(time > timeToDrop){ 
       Main.game.setScreen(new GameOverScreen(false)); 
       System.out.println("Should have switched screen") 
      } 
     } 
    }); 
    } 
} 

正确的方式

您可以创建一个呼叫回到ProofOfConcept类的内部,渲染方法的每一帧都会检查结果并更改屏幕。

+0

不错,就是这样!谢谢一堆! –

+0

很高兴帮助^ - ^ – Hllink