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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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
);
//备注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);
//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
(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();
//备注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
}
}
|
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:
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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);
}
|
代码段2:
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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:
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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);
}
|
本章源码下载: ”Himi-Android游戏框架源码.rar” 下载地址: http://vdisk.weibo.com/s/hq1dQ