我正在尝试开发简单的棋盘游戏。该板的尺寸为9x9。球出现在球场上,当用户用球点击球场时,球开始跳跃。我以两种方式实现了动画。第一个是工作,但是在动画之后添加另一个动画并不容易(比如小拉伸或其他东西)。而第二个,似乎更好(使用AnimatorSet)是行不通的。当用户用球点击球场时,球会消失。我不明白为什么:-(。
第一个类实现了Board,它是View的孩子:
public class BoardView extends View {
...
/**
* Initializes fields of the board.
*/
private void initializeFields() {
this.fields = new ArrayList<Field>();
for (int row = 0; row < BoardView.FIELDS_NUMBER; row++) {
for (int column = 0; column < BoardView.FIELDS_NUMBER; column++) {
this.fields.add(new Field(this, row, column));
}
}
}
@Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(BoardView.COLOR_ACTIVITY);
if (this.fields == null) {
this.initializeFields();
}
for (int i = 0; i < this.fields.size(); i++) {
this.fields.get(i).draw(canvas);
}
}
...
}
第二个实现字段:
public class Field {
...
/**
* Draws itself on the screen.
*
* @param Canvas canvas
*/
public void draw(Canvas canvas) {
Rect field = this.getRect();
int round = (int)Math.floor(this.board.getFieldSize() / 4);
this.board.getPainter().setStyle(Paint.Style.FILL);
this.board.getPainter().setColor(Field.COLOR_DEFAULT);
// draw field
canvas.drawRoundRect(new RectF(field), round, round, this.board.getPainter());
// draw selected field
if (this.selected) {
this.board.getPainter().setColor(Field.COLOR_SELECTED);
canvas.drawRoundRect(new RectF(field), round, round, this.board.getPainter());
}
// draw ball
if (this.ball != null) {
Point fieldOrigin = new Point(field.left, field.top);
if (this.selected) {
this.ball.animate(canvas, fieldOrigin);
} else {
this.ball.draw(canvas, fieldOrigin);
}
}
}
...
}
最后一个实现了球: 这是第一种完全有效的方法,但它不够灵活:
public class Ball {
...
/**
* Draws itself on the screen.
*
* @param Canvas canvas
* @param Point fieldOrigin
*/
public void draw(Canvas canvas, Point fieldOrigin) {
// set painter
Paint painter = this.field.getBoard().getPainter();
painter.setStyle(Paint.Style.FILL);
painter.setColor(Ball.COLORS[this.color]);
// calculate parameters
float halfSize = this.field.getBoard().getFieldSize() / 2;
float cX = fieldOrigin.x + halfSize;
float cY = fieldOrigin.y + halfSize + this.dy;
float radius = 0.6f * halfSize;
// draw circle
canvas.drawCircle(cX, cY, radius, painter);
// the code continues, because of the shadow and light simulation (radial gradients)
}
/**
* Draws jumping animation.
*
* @param Canvas canvas
* @param Point fieldOrigin
*/
public void animate(Canvas canvas, Point fieldOrigin) {
float currentDy = (this.dy - 0.1f);
this.setDy((float)Math.abs(Math.sin(currentDy)) * (-0.15f * this.field.getBoard().getFieldSize()));
this.draw(canvas, fieldOrigin);
this.setDy(currentDy);
try {
Thread.sleep(Ball.ANIMATION_DELAY);
} catch (InterruptedException e) {}
this.field.invalidate();
}
...
}
如您所见,动画是通过休眠当前线程并更改参数dy来实现的。
第二种方法是在球场上显示球,但动画不起作用,就像我在帖子开头所说的那样(点击后,球消失了):
public class BallShape {
private Field field;
private LayerDrawable ball;
private int color;
private float diameter,
x, y; // top left corner - THE GETTERS AND SETTERS ARE IMPLEMENTED (because of Animator)
...
/**
* Initializes the ball.
*
* @param Field field
* @param int color
*/
public BallShape(Field field, int color) {
this.field = field;
this.color = ((color == Ball.COLOR_RANDOM) ? Ball.randomColor() : color);
// create ball
float halfSize = this.field.getBoard().getFieldSize() / 2;
this.diameter = 0.6f * field.getBoard().getFieldSize();
float radius = this.diameter / 2;
Rect fieldArea = field.getRect();
this.x = fieldArea.left + halfSize - radius;
this.y = fieldArea.top + halfSize - radius;
// color circle
OvalShape circleShape = new OvalShape();
circleShape.resize(this.diameter, this.diameter);
ShapeDrawable circle = new ShapeDrawable(circleShape);
this.initPainter(circle.getPaint());
// the code continues, because of the shadow and light simulation (radial gradients)
// compound shape - ball
ShapeDrawable[] compound = { circle };//, shadow, light };
this.ball = new LayerDrawable(compound);
}
/**
* Draws itself on the screen.
*
* @param Canvas canvas
* @param Point fieldOrigin
*/
public void draw(Canvas canvas, Point fieldOrigin) {
canvas.save();
canvas.translate(this.x, this.y);
this.ball.draw(canvas);
canvas.restore();
}
/**
* Draws jumping animation.
*
* @param Canvas canvas
* @param Point fieldOrigin
*/
public void animate(Canvas canvas, Point fieldOrigin) {
// common data
float halfSize = this.field.getBoard().getFieldSize() / 2;
float radius = this.diameter / 2;
float startY = fieldOrigin.y + halfSize - radius;
float endY = startY - halfSize + 2;
// bounce animation
ValueAnimator bounceAnimation = ObjectAnimator.ofFloat(this, "y", startY, endY);
bounceAnimation.setDuration(BallShape.ANIMATION_LENGTH);
bounceAnimation.setInterpolator(new AccelerateInterpolator());
bounceAnimation.setRepeatCount(ValueAnimator.INFINITE);
bounceAnimation.setRepeatMode(ValueAnimator.REVERSE);
//bounceAnimation.start();
// animation
AnimatorSet bouncer = new AnimatorSet();
bouncer.play(bounceAnimation);
// start the animation
bouncer.start();
}
...
}
知道它为什么不起作用?我做错了什么? 非常感谢你。
答案 0 :(得分:0)
我会解决两件事。
首先,您可以使用draw()
方法开始动画。您应该在onClick()
中启动它,或者至少将this.selected设置为false,以便不在每个draw()
启动它。其次,在您的值动画师更改属性后,您需要重绘BallShape
。否则什么都不会改变。例如,您可以定义setY(float Y)
方法,在那里更改Y并调用invalidate()
。