李華明Himi 原創,轉載務必在明顯處註明:
不少童鞋說個人代碼運行後,點擊home或者back後會程序異常,若是你也這樣遇到過,那麼你確定沒有仔細讀完Himi的博文,第十九篇Himi專門寫了關於這些錯誤的緣由和解決方法,這裏我在博客都補充說明下,省的童鞋們總疑惑這一塊;請點擊下面聯繫進入閱讀:css
【Android遊戲開發十九】(必看篇)SurfaceView運行機制詳解—剖析Back與Home按鍵及切入後臺等異常處理!html
各位童鞋請大家注意:surfaceview中確實有 onDraw這個方法,可是surfaceview不會本身去調用!!!java
而我代碼中的ondraw 也好 draw 也好,都是我本身定義的一個方法。。。放在線程中不斷調用的,必定要注意!!android
其實上一篇分析surfaceview的文章就是一個簡單的遊戲框架了,固然這裏再強調一下,簡單的遊戲框架,因此不要高手們不要亂噴~canvas
這個Demo是給羣裏一童鞋寫的一個對圖片操做以及按鍵處理,遊戲簡單框架的一個demo,這裏放出給你們分享~框架
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); //備註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); //備註2 canvas.save(); //備註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(); //備註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 } }
備註1ide
此方法是用來響應按鍵!若是是本身定義一個繼承自View的類,從新實現onKeyDown方法後,只有當該View得到焦點時纔會調用onKeyDown方法,Actvity中的onKeyDown方法是當全部控件均沒有處理該按鍵事件時,纔會調用.post
備註2this
這裏也是對屏幕進行刷屏操做,其實這也只是一種,以前文章裏我也用到drawRGB的方法一樣實現,固然也能夠用fillRect等來刷屏。spa
那麼這裏我想說下,在繼承view中,由於onDraw方法是系統自動調用的,不像在surfaceview這裏這樣去在run裏面本身去不斷調用,在view中咱們能夠抵用 invalidate()/postInvalidate() 這兩種方法實現讓系統調用onDraw方法,這裏也是和surfaceview中的不一樣之一!
備註3
這裏canvas.save();和canvas.restore();是兩個相互匹配出現的,做用是用來保存畫布的狀態和取出保存的狀態的。這裏稍微解釋一下,
當咱們對畫布進行旋轉,縮放,平移等操做的時候其實咱們是想對特定的元素進行操做,好比圖片,一個矩形等,可是當你用canvas的方法來進行這些操做的時候,實際上是對整個畫布進行了操做,那麼以後在畫布上的元素都會受到影響,因此咱們在操做以前調用canvas.save()來保存畫布當前的狀態,當操做以後取出以前保存過的狀態,這樣就不會對其餘的元素進行影響
對於 canvas.save();和canvas.restore(); 還有很多童鞋不懂,OK、我再補充點:
代碼段1:
public void draw() { Canvas canvas = sfh.lockCanvas(); canvas.drawColor(Color.BLACK); canvas.drawBitmap(bmp1, 0,0,paint); canvas.save(); canvas.scale(1.5f, 1.5f); canvas.restore(); canvas.drawBitmap(bmp2, 0,0,paint); sfh.unlockCanvasAndPost(canvas); }
代碼段2:
public void draw() { Canvas canvas = sfh.lockCanvas(); canvas.drawColor(Color.BLACK); canvas.drawBitmap(bmp1, 0,0,paint); canvas.scale(1.5f, 1.5f); canvas.drawBitmap(bmp2, 0,0,paint); sfh.unlockCanvasAndPost(canvas); }
上面這兩個代碼片斷中咱們都假設有兩張圖片 bmp1和bmp2,而且都畫在畫布上!
那麼代碼段1和代碼段2的不一樣:
代碼段1中咱們進行畫布縮放的以前保存了畫布狀態,作了縮放操做以後又取出以前保存的狀態,這樣作是爲了保證bmp2正常畫出來不受到縮放的影響!
代碼段2裏,畫了bmp1後就執行了縮放操做,而且沒有保存狀態!緊接着畫了bmp2,那麼bmp2也會同樣受到縮放的影響!!
因此咱們若是單獨處理一張圖片的時候,並且不想影響其餘部分的繪製,那麼應該以下來作:
public void draw() { Canvas canvas = sfh.lockCanvas(); canvas.drawColor(Color.BLACK); canvas.drawBitmap(bmp1, 0,0,paint); canvas.save(); canvas.scale(1.5f, 1.5f); canvas.drawBitmap(bmp2, 0,0,paint); canvas.restore(); sfh.unlockCanvasAndPost(canvas); }
(推薦你們訂閱本博客,由於咱的更新速度但是很快的~娃哈哈)
源碼下載地址: http://www.himigame.com/android-game/298.html