本站文章均为 李华明Himi 原创,转载务必在明显处注明:(作者新浪微博: @李华明Himi )
转载自【黑米GameDev街区】 原文链接: http://www.himigame.com/android-game/298.html
其实上一篇分析surfaceview的文章就是一个简单的游戏框架了,当然这里再强调一下,简单的游戏框架,以不要高手们不要乱喷哦 ~
这个Demo是给群里一童鞋写的一个对图片操作以及按键处理,游戏简单框架的一个demo,这里放出给大家分享~
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import
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import
import
public MySurfaceView extends
implements
private
new
this ); private
private SH, SW; private
private
private
private
private
private bmp_x = 100 , bmp_y = 100 ; private UP, DOWN, LEFT, RIGHT; private animation_up[] = { 3 , 4 , 5
private animation_down[] = { 0 , 1 , 2
private animation_left[] = { 6 , 7 , 8
private animation_right[] = { 9 , 10 , 11
private animation_init[] = animation_down; private frame_count; public
super (context); this .setKeepScreenOn( true ); res = this .getResources(); bmp = BitmapFactory.decodeResource(res, R.drawable.enemy1); sfh = this .getHolder(); sfh.addCallback( this ); p = new
p.setColor(Color.YELLOW); p2 = new
p2.setColor(Color.RED); p.setAntiAlias( true ); setFocusable( true ); //备注1 } public surfaceCreated(SurfaceHolder holder) { SH = this .getHeight(); SW = this .getWidth(); th.start(); } public draw() { canvas = sfh.lockCanvas(); canvas.drawRect( 0 , 0 , SW, SH, p); //备注2 canvas.save(); //备注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
canvas.drawBitmap(bmp, bmp_x - animation_up[frame_count] * (bmp.getWidth() / 13 ), bmp_y, p); } else (animation_init == animation_down) { canvas.drawBitmap(bmp, bmp_x - animation_down[frame_count] * (bmp.getWidth() / 13 ), bmp_y, p); } else (animation_init == animation_left) { canvas.drawBitmap(bmp, bmp_x - animation_left[frame_count] * (bmp.getWidth() / 13 ), bmp_y, p); } else (animation_init == animation_right) { canvas.drawBitmap(bmp, bmp_x - animation_right[frame_count] * (bmp.getWidth() / 13 ), bmp_y, p); } canvas.restore(); //备注3 sfh.unlockCanvasAndPost(canvas); } public cycle() { if
bmp_y += 5 ; } else (UP) { bmp_y -= 5 ; } else (LEFT) { bmp_x -= 5 ; } else (RIGHT) { bmp_x += 5 ; } if
if
2 ) { frame_count++; } else
frame_count = 0 ; } } if
false
false
false
false ) { frame_count = 0 ; } } @Override public onKeyDown( int
if
if
false ) { animation_init = animation_up; } UP = true ; } else (key == KeyEvent.KEYCODE_DPAD_DOWN) { if
false ) { animation_init = animation_down; } DOWN = true ; } else (key == KeyEvent.KEYCODE_DPAD_LEFT) { if
false ) { animation_init = animation_left; } LEFT = true ; } else (key == KeyEvent.KEYCODE_DPAD_RIGHT) { if
false ) { animation_init = animation_right; } RIGHT = true ; } return
.onKeyDown(key, event); } /* (non-Javadoc) * @see android.view.View#onKeyUp(int, android.view.KeyEvent) */ @Override public onKeyUp( int
if
DOWN = false ; } else (UP) { UP = false ; } else (LEFT) { LEFT = false ; } else (RIGHT) { RIGHT = false ; } return
.onKeyUp(keyCode, event); } @Override public run() { // TODO Auto-generated method stub while
true ) { draw(); cycle(); try
Thread.sleep( 100 ); } catch
} } } @Override public surfaceChanged(SurfaceHolder holder, int
int
int
// TODO Auto-generated method stub } @Override public surfaceDestroyed(SurfaceHolder holder) { // TODO Auto-generated method stub } } |
备注1
此方法是用来响应按键!如果是自己定义一个继承自View的类,重新实现onKeyDown方法后,只有当该View获得焦点时才会调用onKeyDown方法,Actvity中的onKeyDown方法是当所有控件均没有处理该按键事件时,才会调用.
备注2
这里也是对屏幕进行刷屏操作,其实这也只是一种,之前文章里我也用到drawRGB的方法同样实现,当然也可以用fillRect等来刷屏。
那么这里我想说下,在继承view中,因为onDraw方法是系统自动调用的,不像在surfaceview这里这样去在run里面自己去不断调用,在view中我们可以抵用 invalidate()/postInvalidate() 这两种方法实现让系统调用onDraw方法,这里也是和surfaceview中的不同之一!
备注3
这里canvas.save();和canvas.restore();是两个相互匹配出现的,作用是用来保存画布的状态和取出保存的状态的。这里稍微解释一下,
当我们对画布进行旋转,缩放,平移等操作的时候其实我们是想对特定的元素进行操作,比如图片,一个矩形等,但是当你用canvas的方法来进行这些操作的时候,其实是对整个画布进行了操作,那么之后在画布上的元素都会受到影响,所以我们在操作之前调用canvas.save()来保存画布当前的状态,当操作之后取出之前保存过的状态,这样就不会对其他的元素进行影响
对于 canvas.save();和canvas.restore(); 还有不少童鞋不懂,OK、我再补充点:
代码段1:
12345678910 | public 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); } |
代码段2:
12345678 | public 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); } |
上面这两个代码片段中我们都假设有两张图片 bmp1和bmp2,并且都画在画布上!
那么代码段1和代码段2的不同:
代码段1中我们进行画布缩放的之前保存了画布状态,做了缩放操作之后又取出之前保存的状态,这样做是为了保证bmp2正常画出来不受到缩放的影响!
代码段2里,画了bmp1后就执行了缩放操作,并且没有保存状态!紧接着画了bmp2,那么bmp2也会一样受到缩放的影响!!
所以我们如果单独处理一张图片的时候,而且不想影响其他部分的绘制,那么应该如下来做:
12345678910 | public 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); } |
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