在Android中动画画线

时间:2012-03-03 18:48:54

标签: java android animation

我想在视图上设置一条线。例如:从(0,120)开始并且进展到(100,120)的渐进线。我已经用普通的canvas.drawLine()尝试了这个但是在绘制线条时无法应用动画。 我想看到的是一旦视图被加载了一组在视图上绘制的直线(不同长度)。我不希望它们像静态线一样。我想在画布上画出这些线条。

我尝试了其他一些选项,比如使用形状drawables并应用anim / xmls中的动画。他们中的大多数都没有解决我的问题。广泛的谷歌搜索显示直接应用于视图的动画。在这里,我不想创建多个图像视图,因为我最终在视图上有6条线,我需要使用不同的颜色为每条线设置动画。

将来我应该能够上下移动线条来改变颜色,并在每一条线上做其他类型的动画。

记住上述限制,你可以建议我如何编写相同的自定义实现。

2 个答案:

答案 0 :(得分:0)

你是不是只使用canvas.drawline(...)或canvas.drawlines(...),你的View可以有代表行的变量,也许是Points或者某种东西的arraylist。我正在尝试在我正在制作的游戏中绘制一条移动值的线。我只是简单地改变放入drawline函数的值,并且随着这些值的改变,我的线条会动画化。然而,只要线条的斜率接近1,它就会接缝,我的循环减速,而我的其他动画也随之减慢。动画线条时是否遇到过类似的问题?或者你只是无法将它们画出来?

答案 1 :(得分:0)

听起来你的问题出现在你的游戏循环中...我使用一个线程来循环我的绘制和更新方法,因为我从来没有能够使invalidate()的东西工作......

所以下面是一个名为mainthread的类,它是在你的surfaceview中创建的,在这种情况下,surfaceview被称为DrawView ...

import android.graphics.Canvas;
import android.view.SurfaceHolder;

public class MainThread extends Thread {


// desired fps
private final static int    MAX_FPS = 75;   
// maximum number of frames to be skipped
private final static int    MAX_FRAME_SKIPS = 0;    
// the frame period
private final static int    FRAME_PERIOD = 1000 / MAX_FPS;  

// Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
// The actual view that handles inputs
// and draws to the surface
private DrawView gamePanel;

// flag to hold game state 
public boolean running;
public void setRunning(boolean running) {
    this.running = running;
}

public MainThread(SurfaceHolder surfaceHolder, DrawView gamePanel) {
    super();
    this.surfaceHolder = surfaceHolder;
    this.gamePanel = gamePanel;
}

@Override
public void run() {
    Canvas canvas;

    long beginTime;     // the time when the cycle begun
    long timeDiff;      // the time it took for the cycle to execute
    int sleepTime;      // ms to sleep (<0 if we're behind)
    int framesSkipped;  // number of frames being skipped 

    sleepTime = 0;

    while (running) {
        canvas = null;
        // try locking the canvas for exclusive pixel editing
        // in the surface
        try {
            canvas = this.surfaceHolder.lockCanvas();
            synchronized (surfaceHolder) {
                beginTime = System.currentTimeMillis();
                framesSkipped = 0;  // resetting the frames skipped
                // update game state 
                this.gamePanel.doUpdate();
                // render state to the screen
                // draws the canvas on the panel
                this.gamePanel.doDraw(canvas);              
                // calculate how long did the cycle take
                timeDiff = System.currentTimeMillis() - beginTime;
                // calculate sleep time
                sleepTime = (int)(FRAME_PERIOD - timeDiff);

                if (sleepTime > 0) {
                    // if sleepTime > 0 we're OK
                    try {
                        // send the thread to sleep for a short period
                        // very useful for battery saving
                        Thread.sleep(sleepTime);    
                    } catch (InterruptedException e) {}
                }

                while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
                    // we need to catch up
                    this.gamePanel.doUpdate(); // update without rendering
                    sleepTime += FRAME_PERIOD;  // add frame period to check if in next frame
                    framesSkipped++;
                }
            }
        } catch(ClassCastException cce) {

        }finally {
            // in case of an exception the surface is not left in 
            // an inconsistent state
            if (canvas != null) {
                surfaceHolder.unlockCanvasAndPost(canvas);
            }
        }   // end finally
    }
}

}

使用这个线程它会调用你的更新并且approprietly绘制方法,因为onTouch只是覆盖了surfaceview(DrawView)的onTouch方法来正常访问它。为了阻止线程出于任何理由将运行设置为false。