這兩天,沒事想學習遊戲開發,看了一些資料之後準備開始。為了將來編碼方便,先寫了一個簡單的遊戲架構方便自己以後做練慣用。
如果以後沒有什麼特殊的需求--比如opengl什麼的,會盡量用這個簡單架構來實現。有最佳化的地方會在這個裡邊一直更新,也希望有問題的地方希望大家幫忙提一些意見
我的重新整理線程基礎類
LoopThread DEBUG = Object lock = RUNNING = 1 PAUSE = 2 STOP = 0 runState = WeakReference<CustomSurfaceViewCallBack>= WeakReference<CustomSurfaceViewCallBack> .runState =.getName()+" exit, lock="+ loop() (runState!= (runState === (callBack == = (runState ==500(runState== (runState== = .runState = .runState = .runState =(
重新整理介面
遊戲的顯示介面的基礎類
CustomSurfaceView SurfaceView = singleThread = setSingleThread((dt!= UnsupportedOperationException("must invoke setSingleThread before surfaceCreated".singleThread = surfaceChanged(SurfaceHolder holder, format, width, (singleThread){= SingleThread(== DrawThread(== ProcessThread(= (t== (dt!=(pt!= (dt!=(pt!= DrawThread .setName("DrawThread--"+ SingleThread .setName("SingleThread--"+ ProcessThread .setName("ProcessThread--"+ (callBack!= = = (canvas != (canvas != View Code
顯示的實現還是上篇中要顯示的貝茲路徑。當然,實現起來比原來代碼簡單多了
PathActivity = PathView( PathView = 0xaf22aa22= = === 0.8f*= 0.8f* surfaceChanged(SurfaceHolder holder, format, 50, 50/2
希望大家多多指正。因為本來有好多線程同步的東西,有問題是難免的。