[android遊戲開發初學]簡單的遊戲架構

來源:互聯網
上載者:User

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。

 

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