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android - Surfaceview骨架教程问题

转载 作者:行者123 更新时间:2023-11-29 00:37:27 28 4
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在谷歌、各种 android 博客、各种游戏开发博客和其他有关 android 表面 View 的教程网站上进行搜索后,我希望对表面 View 有一个完整的了解。我在 Safaribooks 上看过几本关于 android 和 surface views 的书,但是它们提供的信息太少,或者使用其他 SDK,例如 AndEngine。我希望严格地学习表面 View 。我玩过 Lunar Lander 示例项目以及我发现的其他项目,并创建了骨架表面 View 的一些代码。它仅由 3 个骨架类组成。

MainActivity 类:

package com.learning.svlearning;

import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;
import android.view.Window;
import android.view.WindowManager;

public class MainActivity extends Activity {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);

//Set FullScreen Mode - No title bars!!
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
// Screen created with pure java - Say no to xml (atleast for this demo)
setContentView(new MainGamePanel(this));
}

@Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.layout_game_window, menu);
return true;
}
}

这门课非常简单。主游戏 Activity 窗口,要求全屏显示,没有标题栏。真正的游戏应该是怎样的:)这个类通过传递“这个”(MainActivity)类的上下文来调用我们的下一个 View 类。

MainGamePanel 类:

package com.learning.svlearning;

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;

public class MainGamePanel extends SurfaceView {
final static public String tag = "Tracer";

private GameThread gameThread; // For our thread needed to do logical processing without holding up the UI thread
private SurfaceHolder holder; // For our CallBacks.. (One of the areas I don't understand!)

public MainGamePanel(Context context) {
super(context);
Log.d(tag, "Inside MainGamePanel");
gameThread = new GameThread(this); //Create the GameThread instance for our logical processing
holder = getHolder();


holder.addCallback(new SurfaceHolder.Callback() {


// Since we are using the SurfaceView, we need to use, at very least, the surfaceDestroyed and surfaceCreated methods.
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
Log.d(tag, "Inside SurfaceHolder Callback - surfaceDestroyed");
gameThread.setRunning(false); // Stop the Thread from running because the surface was destroyed. Can't play a game with no surface!!

while (retry) {
try {
Log.d(tag, "Inside SurfaceHolder Callback - surfaceDestroyed - while statement");
gameThread.join();
retry = false; //Loop until game thread is done, making sure the thread is taken care of.
} catch (InterruptedException e) {
// In case of catastrophic failure catch error!!!
}
}

}

@Override
public void surfaceCreated(SurfaceHolder holder) {
// let there be Surface!
Log.d(tag, "Inside SurfaceHolder Callback - surfaceCreated");
gameThread.setRunning(true); // Now we start the thread
gameThread.start(); // and begin our game's logical processing

}

@Override
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
// The code to resize the screen ratio when it flips from landscape to portrait and vice versa

}
});
}

@Override
protected void onDraw(Canvas canvas) {
//This is where we draw stuff.. since this is just a skeleton demo, we only draw the color Dark Grey so we can visibly see that we actually accomplished something with the surfaceview drawing
Log.d(tag, "Inside onDraw");
canvas.drawColor(Color.DKGRAY); // You can change the Color to whatever color you want, for this demo I just used Color.DKGRAY

}

}

这个类主要是用onDraw方法处理我们的资源/图片的绘制,处理当我们的surface被创建和销毁时发生的事情(还有当屏幕改变时,但我暂时没有写任何代码来处理它),并调用我们的 GameThread 类来处理我们的游戏逻辑。

游戏线程类:

package com.learning.svlearning;

import android.graphics.Canvas;
import android.util.Log;



public class GameThread extends Thread{
final static public String tag = "Tracer";


private MainGamePanel view;
private boolean running = false;

static final long FPS = 30; // To help limit the FPS when we draw, otherwise we would kill the CPU and increase the Battery Consumption.

public GameThread(MainGamePanel view){
Log.d(tag, "inside GameThread");
this.view = view;
}

public void setRunning(boolean run){
Log.d(tag, "inside GameThread - setRunning");
running = run; // For starting / stoping our game thread
}


@Override
public void run() {
long ticksPS = 1000 / FPS; // Limit the frames per second
long startTime;
long sleepTime;
Log.d(tag, "inside GameThread - run");

while(running){ // Our Main Game Loop is right here
Canvas c = null; // build our canvas to draw on
Log.d(tag, "inside GameThread - run - while loop");
startTime = System.currentTimeMillis(); //get the current time in milliseconds - this is for helping us limit the FPS
try{
c = view.getHolder().lockCanvas(); //Before we can draw, we always have to lock the canvas, otherwise goblins will invade your app and destroy everything!
synchronized (view.getHolder()){ // we have to synchronize this because we need to make sure that the method runs when at the proper time.
view.onDraw(c); // this is where we pass our drawing information. The canvas gets passed to the onDraw method in our MainGamePanel class.
}
}finally{
if(c != null) {
view.getHolder().unlockCanvasAndPost(c); // Once we are done drawing, we unlock our canvas and post. which means we drew on the canvas, and now the devices screen will display our drawing.
}
}
sleepTime = ticksPS-(System.currentTimeMillis() - startTime); // this is where we calculace how long we need this thread to sleep (again with the FPS) we want it limited to 30 FPS as defined in our FPS variable.
try {
if (sleepTime > 0){
sleep(sleepTime); // night night, sleep to limit the fps and save our batteries!
}
else{
sleep(10); // Incase something goes crazy, we still want to sleep the thread to save the battery.
}
}catch(Exception e){

}

}

}


}

此类处理处理游戏逻辑并将任何可绘制信息发送到 MainGamePanel 类中的绘制方法。例如,如果我们有一个移动的角色,我们可以将 x 和 y 坐标发送到我们的 draw 方法以在不同的位置绘制我们的角色。

现在我还没有完全理解这些类(class)的某些部分。就像回调一样,当阅读谷歌 android 开发者页面上的信息时,我只是对它是什么以及我们为什么使用它感到更加困惑。另外,如果有人对此有任何补充,或者看到我可能误解的任何内容,请随时纠正我。我喜欢和 android 一起工作,虽然这很困难,但当你开始弄清楚事情时,它是非常有益的!

最佳答案

SurfaceHolder 回调的目的是处理这 3 个事件。 surfaceCreated()、surfaceDestroyed() 和 surfaceChanged()。

如果您阅读代码,您会发现 surfaceCreated() 处理创建表面时需要发生的事情等等...

这是您问题的答案还是还有更多?

关于android - Surfaceview骨架教程问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11751538/

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