Android Game Development - A Basic Game Loop

Following the series so far you we have an understanding of the game architecture. Even if just briefly but we know that we need to take input in some form, update the internal state of the game and finally render it to the screen and also produce some sounds and/or vibrations. Furthermore we have created an example Android project for our first game. In this article we are going to discuss and implement the basic game loop.

Let’s keep it simple. Check the following diagram.


A Basic Game Loop

We handle input, update the state of our internal objects and render the current state. The  Update  and  Render  are grouped logically. They are tied together and tend to be executed one after the other.

Anything in Android happens inside an  Activity . The  Activity  will create a  View . The  View  is where everything happens. It is where the touch takes place and the resulting image gets displayed. Think of the  Activity  as a table that holds a sheet of paper (the  View ) enabling us to draw something. We will use our pencil to draw something onto the paper. That will be our touch and the actual chemistry happens on the paper so the result of our interaction with the  View  produces an image. The same is with  Activity  and  View . Something like the following diagram:

Android Game Loop

Let’s open up  DroidzActivity.java  from our project. We see the line

1 setContentView(R.layout.main);

This does nothing more than assigns the default (R) view to the activity when it is created. In our case it happens at startup.

Let’s create a new  View  which we will use. A  View  is a simple class that provides us with event handling (like onTouch) and a visible rectangle shaped space to draw on. The simplest way is to extend Android’s own SurfaceView. We will also implement SurfaceHolder.Callback to gain access to surface changes, for example when it is destroyed or the orientation of the device has changed.

MainGamePanel.java

01 package net.obviam.droidz;
02  
03 import android.content.Context;
04 import android.graphics.Canvas;
05 import android.view.MotionEvent;
06 import android.view.SurfaceHolder;
07 import android.view.SurfaceView;
08  
09 public class MainGamePanel extends SurfaceView implements
10   SurfaceHolder.Callback {
11  
12  public MainGamePanel(Context context) {
13   super(context);
14   // adding the callback (this) to the surface holder to intercept events
15   getHolder().addCallback(this);
16   // make the GamePanel focusable so it can handle events
17   setFocusable(true);
18  }
19  
20  @Override
21  public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
22  }
23  
24  @Override
25  public void surfaceCreated(SurfaceHolder holder) {
26  }
27  
28  @Override
29  public void surfaceDestroyed(SurfaceHolder holder) {
30  }
31  
32  @Override
33  public boolean onTouchEvent(MotionEvent event) {
34   return super.onTouchEvent(event);
35  }
36  
37  @Override
38  protected void onDraw(Canvas canvas) {
39  }
40 }

The above code is a plain class that overrides the methods we are interested in.
Nothing special apart from lines 15 and 17.

1 getHolder().addCallback(this);

This line sets the current class ( MainGamePanel ) as the handler for the events happening on the actual surface.

1 setFocusable(true);

The above line makes our Game Panel focusable, which means it can receive focus so it can handle events. We added the callback and made it focusable in the constructor so we won’t miss.

The over-riden methods (line 20 onwards) will all be used but currently keep them empty.

Let’s create the thread that will be our actual game loop.

MainThread.java

01 package net.obviam.droidz;
02  
03 public class MainThread extends Thread {
04  
05  // flag to hold game state
06  private boolean running;
07  public void setRunning(boolean running) {
08   this.running = running;
09  }
10  
11  @Override
12  public void run() {
13   while (running) {
14    // update game state
15    // render state to the screen
16   }
17  }
18 }

As you can see this does not do much. It overrides the  run()  method and while the  running  flag is set to  true  it does an infinite loop.

Currently the thread is not instantiated so let’s start it up when the screen loads.
Let’s take a look at the modified  MainGamePanel  class.

01 package net.obviam.droidz;
02  
03 import android.content.Context;
04 import android.graphics.Canvas;
05 import android.view.MotionEvent;
06 import android.view.SurfaceHolder;
07 import android.view.SurfaceView;
08  
09 public class MainGamePanel extends SurfaceView implements
10   SurfaceHolder.Callback {
11  
12  private MainThread thread;
13  
14  public MainGamePanel(Context context) {
15   super(context);
16   getHolder().addCallback(this);
17  
18   // create the game loop thread
19   thread = new MainThread();
20  
21   setFocusable(true);
22  }
23  
24  @Override
25  public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
26  }
27  
28  @Override
29  public void surfaceCreated(SurfaceHolder holder) {
30   thread.setRunning(true);
31   thread.start();
32  }
33  
34  @Override
35  public void surfaceDestroyed(SurfaceHolder holder) {
36   boolean retry = true;
37   while (retry) {
38    try {
39     thread.join();
40     retry = false;
41    catch (InterruptedException e) {
42     // try again shutting down the thread
43    }
44   }
45  }
46  
47  @Override
48  public boolean onTouchEvent(MotionEvent event) {
49   return super.onTouchEvent(event);
50  }
51  
52  @Override
53  protected void onDraw(Canvas canvas) {
54  }
55 }

We added the following lines:
Line 12 declares the thread as a private attribute.

1 private MainThread thread;

In line 19 we instantiate the thread.

1 thread = new MainThread();

In the  surfaceCreated  method we set the  running  flag to  true  and we start up the thread (lines 30 and 31). By the time the this method is called the surface is already created and the game loop can be safely started.

Take a look at the  surfaceDestroyed  method.

01 public void surfaceDestroyed(SurfaceHolder holder) {
02  // tell the thread to shut down and wait for it to finish
03  // this is a clean shutdown
04  boolean retry = true;
05  while (retry) {
06   try {
07    thread.join();
08    retry = false;
09   catch (InterruptedException e) {
10    // try again shutting down the thread
11   }
12  }
13 }

This method is called directly before the surface is destroyed. It is not the place to set the running flag but the code we put in ensures that the thread shuts down cleanly. We simply block the thread and wait for it to die.

If we now run our project in the emulator won’t be able to see much but we’ll use some logging to test it. Don’t worry about it as I will cover logging in a later chapter.
You can find more on the  Android site .


Add interaction with the screen

We will exit the application when we touch the lower part of the screen. If we touch it anywhere else we’ll just log the coordinates.

In the  MainThread  class we add the following lines:

1 private SurfaceHolder surfaceHolder;
2 private MainGamePanel gamePanel;
3  
4 public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
5  super();
6  this.surfaceHolder = surfaceHolder;
7  this.gamePanel = gamePanel;
8 }

We declared the  gamePanel  and  surfaceHolder  variables and a constructor taking the instances as parameters.
It is important to have them both and not just the  gamePanel  as we need to lock the surface when we draw and that can be done through the  surfaceHolder  only.

Change the line int the constructor of the  MainGamePanel  that instantiates the thread to

1 thread = new MainThread(getHolder(), this);

We are passing the current holder and the panel to its new constructor so the thread can access them. We will create the game update method in the game panel and we’ll trigger it from the thread but currently just leave it as it is.

Add the  TAG  constant to the  MainThread  class. Every class will have its own String constant called  TAG . The value of the constant will be the name of the class containing it. We are using Android’s own logging framework and that takes two parameters. The firs is the tag which is just a string to identify the source of the log message and the second is the message we want to log. It’s a good practice to use the name of the class for the tag as it makes it simple to look up the logs.

A note on logging

To open the log viewer go to  Windows -> Show View -> Other … and in the dialog select  Android -> LogCat

Show View -> LogCat

Now you should see the LogCat view. This is nothing more than a console where you can follow Android’s log. It’s a great tool as you can filter for logs containing a specific text or logs with a certain tag which is quite useful.

Let’s get back to our code. The  MainThread.java  class looks like this:

01 package net.obviam.droidz;
02  
03 import android.util.Log;
04 import android.view.SurfaceHolder;
05  
06 public class MainThread extends Thread {
07  
08  private static final String TAG = MainThread.class.getSimpleName();
09  
10  private SurfaceHolder surfaceHolder;
11  private MainGamePanel gamePanel;
12  private boolean running;
13  public void setRunning(boolean running) {
14   this.running = running;
15  }
16  
17  public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
18   super();
19   this.surfaceHolder = surfaceHolder;
20   this.gamePanel = gamePanel;
21  }
22  
23  @Override
24  public void run() {
25   long tickCount = 0L;
26   Log.d(TAG, "Starting game loop");
27   while (running) {
28    tickCount++;
29    // update game state
30    // render state to the screen
31   }
32   Log.d(TAG, "Game loop executed " + tickCount + " times");
33  }
34 }

In line  08  we define the tag for logging.
In the  run()  method we define  tickCount  which is incremented every time the while loop (the game loop) is executed.
We log the results.

Let’s go back to  MainGamePanel.java  class where we modified the  onTouchEvent  method so we handle touches on the screen.

01 public boolean onTouchEvent(MotionEvent event) {
02  if (event.getAction() == MotionEvent.ACTION_DOWN) {
03   if (event.getY() > getHeight() - 50) {
04    thread.setRunning(false);
05    ((Activity)getContext()).finish();
06   else {
07    Log.d(TAG, "Coords: x=" + event.getX() + ",y=" + event.getY());
08   }
09  }
10  return super.onTouchEvent(event);
11 }

Line  02  we check if the event on the screen is a start of a pressed gesture ( MotionEvent.ACTION_DOWN ). If so we check if the touch happened in the lower part of the screen. That is, the  Y  coordinate of the gesture is in the lower 50 pixels of the screen. If so we set the thread’s running status to  false  and call  finish()  on the main activity which basically exits the application.

Note: The screen is a rectangle with the upper left coordinates at (0,0) and the lower right coordinates at ( getWidth() , getHeight() ).

I have also modified the  DroidzActivity.java  class so we log its lifecycle.

01 package net.obviam.droidz;
02  
03 import android.app.Activity;
04 import android.os.Bundle;
05 import android.util.Log;
06 import android.view.Window;
07 import android.view.WindowManager;
08  
09 public class DroidzActivity extends Activity {
10     /** Called when the activity is first created. */
11  
12  private static final String TAG = DroidzActivity.class.getSimpleName();
13  
14     @Override
15     public void onCreate(Bundle savedInstanceState) {
16         super.onCreate(savedInstanceState);
17         // requesting to turn the title OFF
18         requestWindowFeature(Window.FEATURE_NO_TITLE);
19         // making it full screen
20         getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
21         // set our MainGamePanel as the View
22         setContentView(new MainGamePanel(this));
23         Log.d(TAG, "View added");
24     }
25  
26  @Override
27  protected void onDestroy() {
28   Log.d(TAG, "Destroying...");
29   super.onDestroy();
30  }
31  
32  @Override
33  protected void onStop() {
34   Log.d(TAG, "Stopping...");
35   super.onStop();
36  }
37 }

Line  20  makes the display fullscreen.
The  onDestroy()  and  onStop()  methods were overridden just to log the activity’s lifecycle.

Let’s run the application by right-clicking on the project and select  Run As -> Android application
You should see a black screen. If you click around a few time on the upper half and then you click on the bottom of your emulator’s screen the application should exit.
At this stage it is worth checking the logs.

LogCat
The highlighted lines are the most interesting as if you match look the logs up in the code you will see exactly the order of the method calls. You should also see how many times the thread’s while loop executed. It is a very high number but next time we will be more considerate about the cycles as we will introduce FPS and UPS. That is  Frames Per Second and  Updates Per Second . We will create a game loop that will actually draw something onto the screen and it will do it as many times per second as we specify it.

Things we did so far:
  • Create a full screen application
  • Have a separate thread controlling the application
  • Intercepting basic gestures like pressed gesture
  • Shutting down the application graciously

Download the source code  here .

Import it into eclipse and it should work right away.


Reference:   A Basic Game Loop  from our  JCG  partner Tamas Jano from " Against The Grain " blog.
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