我的朋友和我正在实施基于一些开源谷歌项目代码,accelerometerplay的大理石游戏。我们的目的是制作一个玩具程序来教我们自己的android开发。我们正在经历以下情况:
问题:
大理石在屏幕上滚动的速度非常慢。这就像看着慢动作的东西移动。太糟糕了。我们怎样才能让它更快/更正常?
我们做了什么:
我们强制使用fedrometerplay我们的代码从瓷砖绘制地图。虽然这会减慢速度。它仍然运行良好。
我们改写了我们的视图以匹配原来的加速度计更接近,并且仍然存在与我们的大理石运行速度太慢的完全相同的问题,因此这消除了对我们的不同类方法和简化的怀疑。
搜索此论坛。我们看到一些事情说invalidate()使事情变慢,但我们不相信这是问题。它不应该杀死onDraw()来绘制一个大理石只在屏幕上移动。
我们将以下代码包含在程序的视图部分中。其他类如活动或物理代码正在运行。我们100%确定这个问题正在这个类中发生,它正在试图绘制大理石来移动。
package com.example.marblez;
import com.example.marblez.R;
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.BitmapFactory.Options;
import android.graphics.Canvas;
import android.hardware.Sensor;
import android.hardware.SensorEvent;
import android.hardware.SensorEventListener;
import android.hardware.SensorManager;
import android.util.Log;
import android.view.Display;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.Surface;
import android.view.View;
import android.view.WindowManager;
public class MarblezView extends View implements SensorEventListener{
//Sensor Stuff
private SensorManager mSensorManager;
private Display mDisplay;
//Accelerometer sensor stuff
private Sensor mAccelerometer;
private float mSensorX;
private float mSensorY;
//Variables related to time
private long mCpuTimeStamp;
private long mSensorTimeStamp;
private WindowManager mWindowManager;
//Create the canvas
private Canvas mCanvas;
private MarblezBackground background;
//Create the ball objects
private Bitmap mBall;
private Bitmap ball;
//Finally call marblez system
private final MarblezSystem mMarblezSystem = new MarblezSystem();
//Constructor for Marblez View
@SuppressWarnings("deprecation")
public MarblezView(Context context, Activity activity){
super(context);
//Setup sensor stuff
mSensorManager = (SensorManager) context.getSystemService(Context.SENSOR_SERVICE);
mAccelerometer = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_UI);
mWindowManager = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);
mDisplay = mWindowManager.getDefaultDisplay();
//Set up Maze
background = new MarblezBackground(activity);
//Create our rolling little friend :-)
Options opts = new Options();
opts.inDither = true;
opts.inPreferredConfig = Bitmap.Config.RGB_565;
mBall = BitmapFactory.decodeResource(activity.getApplicationContext().getResources(), R.drawable.ball, opts);
// Rescale the ball to be whatever size you wish it to be
final int dstWidth = (int) 30;//(sBallDiameter * mMetersToPixelsX + 0.5f);
final int dstHeight = (int) 30;//(sBallDiameter * mMetersToPixelsY + 0.5f);
ball = Bitmap.createScaledBitmap(mBall, dstWidth, dstHeight, true);
}
@Override
public void onSensorChanged(SensorEvent event) {
if (event.sensor.getType() != Sensor.TYPE_ACCELEROMETER)
return;
/*
* record the accelerometer data, the event's timestamp as well as
* the current time. The latter is needed so we can calculate the
* "present" time during rendering. In this application, we need to
* take into account how the screen is rotated with respect to the
* sensors (which always return data in a coordinate space aligned
* to with the screen in its native orientation).
*/
mSensorX = event.values[0];
mSensorY = -event.values[1];
mSensorTimeStamp = event.timestamp;
mCpuTimeStamp = System.nanoTime();
}
//Automatic call
@Override
public void onDraw(Canvas canvas){
//mCanvas = canvas;
//Draw the maze
//background.drawMaze(canvas);
//Update the position and then draw the marble
final MarblezSystem marblezSystem = mMarblezSystem;
final long now = mSensorTimeStamp + (System.nanoTime() - mCpuTimeStamp);
final float sx = mSensorX;
final float sy = mSensorY;
marblezSystem.updatePositions(sx, sy, now);
final float x = marblezSystem.getPosX();
final float y = marblezSystem.getPosY();
canvas.drawBitmap(ball, x, y, null);
//Invalidate so it draws again
invalidate();
}
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
}
}
我们撞到了一堵砖墙,以减缓我们大理石的速度。我相信,我们正在使用三星Galaxy平板电脑。如果有人能看到导致我们的大理石缓慢移动的原因,请告诉我们。我们在onDraw方法中做了什么吗?所有的阅读,包括指南,似乎表明这应该有效,但我们似乎无法理解为什么我们的大理石移动如此缓慢。
感谢您的考虑, GeekyOmega
编辑:
读者希望看到updatePositions(),改编自谷歌开源示例,所以你在这里:
package com.example.marblez;
public class MarblezSystem {
private long mLastT;
private float mLastDeltaT;
private Marblez ball;
MarblezSystem() {
/*
* Initially our marble have no speed or acceleration
*/
ball = new Marblez();
}
/*
* Update the position of marble in the system using the
* Verlet integrator.
*/
public void updatePositions(float sx, float sy, long timestamp) {
final long t = timestamp;
if (mLastT != 0) {
final float dT = (float) (t - mLastT) * (1.0f / 1000000000.0f);
if (mLastDeltaT != 0) {
final float dTC = dT / mLastDeltaT;
//Particle ball = mBalls[i];
ball.computePhysics(sx, sy, dT, dTC);
}
mLastDeltaT = dT;
}
mLastT = t;
}
public float getPosX() {
return ball.mPosX;
}
public float getPosY() {
return ball.mPosY;
}
}//End of MarblezSystem
答案 0 :(得分:1)
我认为您的问题与您的FPS设置有关。我的代码中没有看到它
如果不考虑FPS和当前帧速率,当cpu的负载变重时,事物将缓慢移动。
我记得有过类似的问题并经历了这个tutorial之后,一切都顺利了。
如果你有时间尝试通过它。
希望这会有所帮助。