其實上一篇分析surfaceview的文章就是一個簡單的遊戲架構了,當然這裡再強調一下,簡單的遊戲架構,所以不要高手們不要亂噴~
這個Demo是給群裡一童鞋寫的一個對圖片操作以及按鍵處理,遊戲簡單架構的一個demo,這裡放出給大家分享~
package com.himi;
import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.util.Log;
import android.view.KeyEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.SurfaceHolder.Callback;
public class MySurfaceView extends SurfaceView implements Callback, Runnable {
private Thread th = new Thread(this);
private SurfaceHolder sfh;
private int SH, SW;
private Canvas canvas;
private Paint p;
private Paint p2;
private Resources res;
private Bitmap bmp;
private int bmp_x = 100, bmp_y = 100;
private boolean UP, DOWN, LEFT, RIGHT;
private int animation_up[] = { 3, 4, 5 };
private int animation_down[] = { 0, 1, 2 };
private int animation_left[] = { 6, 7, 8 };
private int animation_right[] = { 9, 10, 11 };
private int animation_init[] = animation_down;
private int frame_count;
public MySurfaceView(Context context) {
super(context);
this.setKeepScreenOn(true);
res = this.getResources();
bmp = BitmapFactory.decodeResource(res, R.drawable.enemy1);
sfh = this.getHolder();
sfh.addCallback(this);
p = new Paint();
p.setColor(Color.YELLOW);
p2 = new Paint();
p2.setColor(Color.RED);
p.setAntiAlias(true);
setFocusable(true); //備忘1
}
public void surfaceCreated(SurfaceHolder holder) {
SH = this.getHeight();
SW = this.getWidth();
th.start();
}
public void draw() {
canvas = sfh.lockCanvas();
canvas.drawRect(0, 0, SW, SH, p); //備忘2
canvas.save(); //備忘3
canvas.drawText("Himi", bmp_x-2, bmp_y-10, p2);
canvas.clipRect(bmp_x, bmp_y, bmp_x + bmp.getWidth() / 13, bmp_y+bmp.getHeight());
if (animation_init == animation_up) {
canvas.drawBitmap(bmp, bmp_x - animation_up[frame_count] * (bmp.getWidth() / 13), bmp_y, p);
} else if (animation_init == animation_down) {
canvas.drawBitmap(bmp, bmp_x - animation_down[frame_count] * (bmp.getWidth() / 13), bmp_y, p);
} else if (animation_init == animation_left) {
canvas.drawBitmap(bmp, bmp_x - animation_left[frame_count] * (bmp.getWidth() / 13), bmp_y, p);
} else if (animation_init == animation_right) {
canvas.drawBitmap(bmp, bmp_x - animation_right[frame_count] * (bmp.getWidth() / 13), bmp_y, p);
}
canvas.restore(); //備忘3
sfh.unlockCanvasAndPost(canvas);
}
public void cycle() {
if (DOWN) {
bmp_y += 5;
} else if (UP) {
bmp_y -= 5;
} else if (LEFT) {
bmp_x -= 5;
} else if (RIGHT) {
bmp_x += 5;
}
if (DOWN || UP || LEFT || RIGHT) {
if (frame_count < 2) {
frame_count++;
} else {
frame_count = 0;
}
}
if (DOWN == false && UP == false && LEFT == false && RIGHT == false) {
frame_count = 0;
}
}
@Override
public boolean onKeyDown(int key, KeyEvent event) {
if (key == KeyEvent.KEYCODE_DPAD_UP) {
if (UP == false) {
animation_init = animation_up;
}
UP = true;
} else if (key == KeyEvent.KEYCODE_DPAD_DOWN) {
if (DOWN == false) {
animation_init = animation_down;
}
DOWN = true;
} else if (key == KeyEvent.KEYCODE_DPAD_LEFT) {
if (LEFT == false) {
animation_init = animation_left;
}
LEFT = true;
} else if (key == KeyEvent.KEYCODE_DPAD_RIGHT) {
if (RIGHT == false) {
animation_init = animation_right;
}
RIGHT = true;
}
return super.onKeyDown(key, event);
}
/* (non-Javadoc)
* @see android.view.View#onKeyUp(int, android.view.KeyEvent)
*/
@Override
public boolean onKeyUp(int keyCode, KeyEvent event) {
if (DOWN) {
DOWN = false;
} else if (UP) {
UP = false;
} else if (LEFT) {
LEFT = false;
} else if (RIGHT) {
RIGHT = false;
}
return super.onKeyUp(keyCode, event);
}
@Override
public void run() {
// TODO Auto-generated method stub
while (true) {
draw();
cycle();
try {
Thread.sleep(100);
} catch (Exception ex) {
}
}
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
}
}
備忘1
此方法是用來綁定按鍵,這裡不同於繼承view,如果是繼承view的畫是不需要綁定按鍵也能自響應事件
備忘2
這裡也是對螢幕進行刷屏操作,其實這也只是一種,之前文章裡我也用到drawRGB的方法同樣實現,當然也可以用fillRect等來刷屏。
那麼這裡我想說下,在繼承view中,因為onDraw方法是系統自動調用的,不像在surfaceview這裡這樣去在run裡面自己去不斷調用,在view中我們可以抵用invalidate()/postInvalidate() 這兩種方法實現讓系統調用onDraw方法,這裡也是和surfaceview中的不同之一!
備忘3
這裡canvas.save();和canvas.restore();是兩個相互匹配出現的,作用是用來儲存畫布的狀態和取出儲存的狀態的。這裡稍微解釋一下,
當我們對畫布進行旋轉,縮放,平移等操作的時候其實我們是想對特定的元素進行操作,比片,一個矩形等,但是當你用canvas的方法來進行這些操作的時候,其實是對整個畫布進行了操作,那麼之後在畫布上的元素都會受到影響,所以我們在操作之前調用canvas.save()來儲存畫布當前的狀態,當操作之後取出之前儲存過的狀態,這樣就不會對其他的元素進行影響
源碼: http://www.bkjia.com/uploadfile/2011/1113/20111113073453808.rar
Himi 原創, 轉載請註明! 謝謝。