MySurfaceView
package org.wp.activity;
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;
/**
* 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
*
* 代码段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);
* }
*
* 代码段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:
*
* 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);
* }
*
*
* @author wp
*
*/
public class MySurfaceView extends SurfaceView implements
SurfaceHolder.Callback, Runnable {
private static final String TAG = "MySurfaceView";
private SurfaceHolder sfh;
private Resources res;
private Bitmap bmp;
private Paint p1;
private Paint p2;
private int SH, SW;
private Canvas canvas;
private int bmp_x = 100, bmp_y = 100; // 初始坐标位置
private boolean UP, DOWN, LEFT, RIGHT; // 按键类型标识
private int animation_up[] = { 3, 4, 5 }; // 向上图片位置
private int animation_down[] = { 0, 1, 2 }; // 向下图片位置
private int animation_left[] = { 6, 7, 8 }; // 向左图片位置
private int animation_right[] = { 9, 10, 11 }; // 向右图片位置
private int animation_init[] = animation_down; // 默认人物图片向下
private int frame_count; // 人物对应数组位置
public MySurfaceView(Context context) {
super(context);
this.setKeepScreenOn(true); // 保持屏幕常亮
/*
* 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.
*/
this.setFocusable(true);
sfh = this.getHolder();
sfh.addCallback(this);
res = this.getResources();
bmp = BitmapFactory.decodeResource(res, R.drawable.enemy1);
p1 = new Paint();
p1.setColor(Color.YELLOW);
p1.setAntiAlias(true);
p2 = new Paint();
p2.setColor(Color.RED);
p2.setAntiAlias(true);
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
Log.i(TAG, "surfaceCreated()");
SW = this.getWidth();
SH = this.getHeight();
Log.i(TAG, "SW:" + SW + " SH:" + SH);
new Thread(this).start();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
Log.i(TAG, "surfaceChanged()");
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
Log.i(TAG, "surfaceDestroyed()");
}
@Override
public void run() {
while (true) {
draw();
cycle();
try {
Thread.sleep(100);
} catch (Exception e) {
e.printStackTrace();
}
}
}
private void draw() {
Log.i(TAG, "draw()");
canvas = sfh.lockCanvas();
/*
* 这里也是对屏幕进行刷屏操作,其实这也只是一种,
* 如果用到drawRGB的方法同样实现,当然也可以用fillRect等来刷屏。
* 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中我们可以使用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!
*/
canvas.drawRect(0, 0, SW, SH, p1);
canvas.save();
canvas.drawText("wp", bmp_x - 1, bmp_y - 10, p2); // 图片上方人物名称
canvas.clipRect(bmp_x, bmp_y, bmp_x + bmp.getWidth() / 13, bmp_y + bmp.getHeight()); // 裁剪图片人物
if (animation_init == animation_up) {
canvas.drawBitmap(bmp, bmp_x - animation_up[frame_count] * (bmp.getWidth() / 13), bmp_y, p1);
} else if (animation_init == animation_down) {
canvas.drawBitmap(bmp, bmp_x - animation_down[frame_count] * (bmp.getWidth() / 13), bmp_y, p1);
} else if (animation_init == animation_left) {
canvas.drawBitmap(bmp, bmp_x - animation_left[frame_count] * (bmp.getWidth() / 13), bmp_y, p1);
} else if (animation_init == animation_right) {
canvas.drawBitmap(bmp, bmp_x - animation_right[frame_count] * (bmp.getWidth() / 13), bmp_y, p1);
}
canvas.restore();
sfh.unlockCanvasAndPost(canvas);
}
private void cycle() {
Log.i(TAG, "cycle()");
if (DOWN) {
bmp_y += 5;
} else if (UP) {
bmp_y -= 5;
} else if (LEFT) {
bmp_x -= 5;
} else if (RIGHT) {
bmp_x += 5;
}
// 按键的行为发生,循环图片位置
if (UP || DOWN || LEFT || RIGHT) {
if (frame_count < 2) {
frame_count++;
} else {
frame_count = 0;
}
}
// 用户松开按键,恢复图片位置
if (UP == false && DOWN == false && LEFT == false && RIGHT == false) {
frame_count = 0;
}
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
if (UP == false) {
animation_init = animation_up;
}
UP = true;
} else if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
if (DOWN == false) {
animation_init = animation_down;
}
DOWN = true;
} else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
if (LEFT == false) {
animation_init = animation_left;
}
LEFT = true;
} else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
if (RIGHT == false) {
animation_init = animation_right;
}
RIGHT = true;
}
return super.onKeyDown(keyCode, event);
}
@Override
public boolean onKeyUp(int keyCode, KeyEvent event) {
if (UP) {
UP = false;
} else if (DOWN) {
DOWN = false;
} else if (LEFT) {
LEFT = false;
} else if (RIGHT) {
RIGHT = false;
}
return super.onKeyUp(keyCode, event);
}
}