Conditional Statements (please see explanation)
Ok, I have three conditions here. It's seems pretty simple, but I can't get it working how I want, bear with me as I try to explain it.
If(conditionA){
Play Sound 1}
If(conditionB) {
changedrawable ///(irrelevant)
}
If(conditionA && conditionB){
Play sound 2
}
////Unfortunately, since condition A is true, it plays sound 1 too, and I only want it to play sound 2
FWIW These conditions are just coordinates on the touchscreen, and I have them set up as boolean's
Boolean conditionA;
conditionA = y > 0 && y < (0.2 * tY) && x > 0 && x < (0.1667 * tX) || y2 > 0
&& y2 < (0.2 * tY) && x2 > 0 && x2 < (0.1667 * tX);
ConditionA and ConditionB are referring to different points on the touchscreen. The main question: how on earth can I get it so when conditionA and conditionB are BOTH true开发者_如何学Go, ONLY Play Sound 2 (instead of both sounds)? I have been pulling my hair out the last day trying to figure this out. Please let me know if there is a solution or if you need further details. Thanks!
This may not be perfectly optimal, but it's easy to read:
if (conditionA && conditionB) {
play sound 2
} else if (conditionA) {
// Implies that conditionB == false
play sound 1
} else if (conditionB) {
change drawable
}
Shouldn't it be
if(conditionA && conditionB) {
play sound 2
} else if(conditionA) {
play sound 1
}
if(conditionB) {
change drawable
}
You only want the else if for playing the sound. Not for changing the drawable.
How about:
if (conditionA && conditionB) {
// play sound2
} else if (conditionA) {
// play sound1
} else if (conditionB) {
// change drawable
}
If both conditions aren't satisfied, it'll run the code for the condition that is. If they are both satisfied, it'll only run //play sound2
.
Just put the third option as the first, and then use else ifs in case not both conditions are fulfilled.
edit/ what he says :)
This may not be the most elegant solution, but it should work:
if (conditionA && conditionB) {
play sound 2
}
else {
if (conditionA){
play sound 1
}
if (conditionB) {
change drawable
}
}
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