搜索谷歌,各种Android博客,各种游戏开发博客,以及其他android的表面视图教程网站,我希望得到一个完整的表面视图的理解。我已经阅读了几本关于安卓和表面视图的Safaribooks书籍,但它们提供的信息太少,或者使用其他SDK,如AndEngine。我希望严格学习表面视图。我玩过Lunar Lander示例项目以及我发现的其他项目,并创建了一些骨架表面视图的代码。它由3个仅用于骨架的类组成。
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;
}
}
这门课很简单。主游戏活动窗口,请求全屏,没有标题栏。真正的游戏应该如何:)这个类通过传递“this”(MainActivity)类的上下文来调用我们的下一个视图类。
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
}
}
本课程主要介绍使用onDraw方法绘制资源/图像,处理创建和销毁曲面时发生的事情(当屏幕发生变化时,我也没有编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。
GameThread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){
}
}
}
}
此类处理游戏逻辑并将任何可绘制信息发送到MainGamePanel类中的draw方法。例如,如果我们有一个角色移动,我们可以将x和y坐标发送到我们的绘制方法,以便将我们的角色绘制在不同的位置。
现在这些类的某些部分我并不完全理解。就像回调一样,当阅读谷歌Android开发者页面上的信息时,我只是更加困惑它是什么以及为什么我们使用它。此外,如果有人有任何更多内容,或看到我可能有误解的任何事情,请随时纠正我。我喜欢使用android,虽然这很难,当你开始解决问题时,这是非常有益的!
答案 0 :(得分:1)
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,您可以看到surfaceCreated()处理创建曲面时需要发生的事情等等......
这是你问题的答案还是更多?
答案 1 :(得分:1)
使用SurfaceView时,应该将绘图方法更改为onDraw()以外的其他名称。这样主线程永远不会意外地使()它无效!