我正在创建一个应用程序。如果自定义视图离开屏幕,则调用方法。这是我自定义视图的代码。
public class CustomView extends View {
private boolean bubbleOver;
private static final int BITMAP_SIZE = 64;
private static final int REFRESH_RATE = 40;
private final Paint mPainter = new Paint();
private ScheduledFuture<?> mMoverFuture;
private int mScaledBitmapWidth;
private Bitmap mScaledBitmap;
// location, speed and direction of the bubble
private float mXPos, mYPos, mDx, mDy, mRadius, mRadiusSquared;
private long mRotate, mDRotate;
CustomView (Context context, float x, float y) {
super (context);
// Create a new random number generator to randomize size, rotation, speed and direction
Random r = new Random ();
// Creates the bubble bitmap for this BubbleView
createScaledBitmap (r);
// Radius of the Bitmap
mRadius = mScaledBitmapWidth / 2;
mRadiusSquared = mRadius * mRadius;
// Adjust position to center the bubble under user's finger
mXPos = x - mRadius;
mYPos = y - mRadius;
// Set the BubbleView's speed and direction
setSpeedAndDirection(r);
// Set the BubbleView's rotation
setRotation(r);
mPainter.setAntiAlias(true);
}
private void setRotation(Random r) {
if (speedMode == RANDOM) {
// TODO - set rotation in range [1..3]
mDRotate = r.nextInt (3) + 1;
} else {
mDRotate = 0;
}
}
private void setSpeedAndDirection(Random r) {
// Used by test cases
switch (speedMode) {
case SINGLE:
mDx = 20;
mDy = 20;
break;
case STILL:
// No speed
mDx = 0;
mDy = 0;
break;
default:
// Limit movement speed in the x and y direction to [-3..3] pixels per movement.
mDx = r.nextFloat() * 6.0f - 3.0f;
mDy = r.nextFloat() * 6.0f - 3.0f;
}
}
private void createScaledBitmap (Random r) {
if (speedMode != RANDOM) {
mScaledBitmapWidth = BITMAP_SIZE * 3;
} else {
mScaledBitmapWidth = (r.nextInt(3) + 1) * BITMAP_SIZE;
}
mScaledBitmap = Bitmap.createScaledBitmap(mBitmap, mScaledBitmapWidth, mScaledBitmapWidth, true);
}
// Start moving the BubbleView & updating the display
private void start () {
// Creates a WorkerThread
ScheduledExecutorService executor = Executors.newScheduledThreadPool(1);
// Execute the run() in Worker Thread every REFRESH_RATE milliseconds. Save reference to this job in mMoverFuture
mMoverFuture = executor.scheduleWithFixedDelay(new Runnable() {
@Override
public void run() {
if (moveWhileOnScreen()) {
stop (false);
} else {
BubbleView.this.postInvalidate();
}
}
}, 0, REFRESH_RATE, TimeUnit.MILLISECONDS);
}
// Returns true if the BubbleView intersects position (x,y)
private synchronized boolean intersects(float x, float y) {
// TODO - Return true if the BubbleView intersects position (x,y)
if ((mXPos <= x) && (x <= mXPos + mScaledBitmapWidth) && (mYPos <= y) && (y <= mYPos + mScaledBitmapWidth)) {
return true;
}
return false;
}
// Cancel the Bubble's movement. Remove Bubble from mFrame.
// Play pop sound if the BubbleView was popped
private void stop (final boolean wasPopped) {
if (null != mMoverFuture && !mMoverFuture.isDone()) {
mMoverFuture.cancel(true);
}
// This work will be performed on the UI Thread
mFrame.post(new Runnable() {
@Override
public void run() {
mFrame.removeView(BubbleView.this);
if (wasPopped) {
mSoundPool.play(mSoundID, mStreamVolume, mStreamVolume, 1, 0, 1f);
}
}
});
}
// Change the Bubble's speed and direction
private synchronized void deflect(float velocityX, float velocityY) {
mDx = velocityX / REFRESH_RATE;
mDy = velocityY / REFRESH_RATE;
}
// Draw the Bubble at its current location
@Override
protected synchronized void onDraw(Canvas canvas) {
canvas.save();
mRotate += mDRotate;
canvas.rotate(mRotate, mXPos + (mScaledBitmapWidth / 2), mYPos + (mScaledBitmapWidth / 2));
canvas.drawBitmap(mScaledBitmap, mXPos, mYPos, mPainter);
canvas.restore();
}
// Returns true if the BubbleView is still on the screen after the move operation
private synchronized boolean moveWhileOnScreen() {
mXPos += mDx;
mYPos += mDy;
return isOutOfView();
}
// Return true if the BubbleView is off the screen after the move operation
private boolean isOutOfView() {
if ((mXPos + mDisplayWidth < 0) || (mYPos + mDisplayHeight < 0) || (mXPos> mDisplayWidth) || (mYPos > mDisplayHeight)) {
loseGame();
return true;
}
return false;
}
}
当View离开屏幕时,不会调用loseGame()。仅当创建了另一个CustomView时,才会调用loseGame()。
答案 0 :(得分:0)
您有错误的金额要检查,请尝试使用mScaledBitmapWidth
而不是mDisplayWidth
。
if ((mXPos + mScaledBitmapWidth < 0)
|| (mYPos + mScaledBitmapWidth < 0)
|| (mXPos> mDisplayWidth)
|| (mYPos > mDisplayHeight)
{
loseGame();
return true;
}