android pdfjet_Android学习笔记4-实例分析JETBOY

实现原理:

启动以个单独的游戏线程,通过主VIEW中的ONCLIK事件中根据不同的线程状态,显示不同的VIEW和按钮状态。

private JetBoyThread mJetBoyThread; //游戏线程

private JetBoyView mJetBoyView; //游戏运行的VIEW

private Button mButton; //PLAY按钮

private Button mButtonRetry; //RETRy按钮

private TextView mTextView; //游戏中显示的帮助文本

private TextView mTimerView;//游戏时钟 程序入口点:

package="com.example.android.jetboy" android:versionCode="1"

android:versionName="1.0.0">

android:label="@string/app_name"

android:theme="@android:style/Theme.NoTitleBar">

android:label="@string/app_name"

android:screenOrientation="landscape">

android:name="android.intent.category.LAUNCHER" />

很明显是JETBOY.JAVA。

main.xml 中使用的是FrameLayout,在其中部署了上诉的VIEW和button。

onCreate中代码很简单,主要是取得VIEW和BUTTON,然后初始化mJetBoyThread和mJetBoyView;

public class JetBoy extends Activity implements View.OnClickListener

请注意这个实现的目的是为了在一个ONCLICK中处理所有按钮事件。主要逻辑都是在onClick(View v)实现。具体看看:

public void onClick(View v) {

if (mJetBoyThread.getGameState() == JetBoyThread.STATE_START) {

mButton.setText("PLAY!");

mTextView.setVisibility(View.VISIBLE);

mTextView.setText(R.string.helpText);

mJetBoyThread.setGameState(JetBoyThread.STATE_PLAY);

}

// we have entered game play, now we about to start running

else if (mJetBoyThread.getGameState() == JetBoyThread.STATE_PLAY) {

mButton.setVisibility(View.INVISIBLE);

mTextView.setVisibility(View.INVISIBLE);

mTimerView.setVisibility(View.VISIBLE);

mJetBoyThread.setGameState(JetBoyThread.STATE_RUNNING);

}

// this is a retry button

else if (mButtonRetry.equals(v)) {

mTextView.setText(R.string.helpText);

mButton.setText("PLAY!");

mButtonRetry.setVisibility(View.INVISIBLE);

// mButtonRestart.setVisibility(View.INVISIBLE);

mTextView.setVisibility(View.VISIBLE);

mButton.setText("PLAY!");

mButton.setVisibility(View.VISIBLE);

mJetBoyThread.setGameState(JetBoyThread.STATE_PLAY);

} else {

Log.d("JB VIEW", "unknown click " + v.getId());

Log.d("JB VIEW", "state is  " + mJetBoyThread.mState);

}

}

很容易读懂。

另外实现两个onKeyDown和onKeyUp事件,处理游戏中按键的事件。

核心实现:JetBoyView

1 SurfaceView分析

public class JetBoyView extends SurfaceView implements SurfaceHolder.Callback{}

SurfaceView  在复杂的游戏开发中经常用到,提供一个可直接控制的画图界面,在Canvas可以绘制各种背景、人物、场景。

通过GetHolder()返回SurfaceHolde来实现对SurfaceView  的控制;

SurfaceHolder holder = getHolder();

holder.addCallback(this);//Add a Callback interface for this holder.

以上是该程序中的代码;

SurfaceHolder.Callback 通过这个接口可以获得Surface改变的信息;

public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {}   //在surface的大小发生改变时激发

public void surfaceCreated(SurfaceHolder arg0) { }

//在创建时激发,一般在这里调用画图的线程

public void surfaceDestroyed(SurfaceHolder arg0) { }

//销毁时激发,一般在这里将画图的线程停止、释放

以上是实现的接口方法;

2 GameEvent

程序定义了两个GameEvent 子类KeyGameEvent和JetGameEvent,很容理解。

KeyGameEvent 来自键盘输入

JetGameEvent   来自 JetPlayer.

这里涉及到JetPlayer是什么?开发过游戏的应该很熟悉,我查了帮助,才搞清楚是做什么的。这里会涉及到一系列Jet的概念,从相关资料中得知:

JET 一个在嵌入式设备上的音乐播放器,包括那些运行机器人平台小的嵌入式设备。它允许应用程序在响应中的 MIDI 格式中包含交互式音乐音轨实时游戏事件和用户交互。

JET ENGINE 一个控制游戏声音特效的引擎,其使用MIDI格式,并可以控制游戏的时间进度(一个精确的时钟是一个游戏必不可少)

JetPlayer 提供了对JET content的访问 JetCreator 是一盒可以创建JET content的工具;

稍后会详细说明;

3 关键线程JetBoyThread

整个游戏的主线程,首先看看定义

class JetBoyThread extends Thread implements OnJetEventListener

它实现了OnJetEventListener接口,用来获取JetPlayer的事件;

先看看该线程主要完成什么功能: 处理JetPlayer和KEY事件;

2 绘制各种动画SurfaceView中的显示;

3 游戏状态的设置;

4 用户游戏数据的保存; 程序的逻辑

在仔细分析代码前,有必要看看程序的逻辑是如何实现的?线程是如何启动和运行的?

首先jetBoy:onCreate

JetBoyView:JetBoyView(Context context, AttributeSet attrs{

thread = new JetBoyThread(holder, context, new Handler();\\创建线程并在线程构造函数中初始化游戏状态;mState=STATE_START;setRunning(TRUE);

}

surfaceCreated 中启动线程thread.start();

开始执行JetBoyThread:run()//进入游戏状态集;这是执行的主体;会根据不同的游戏状态执行相应的操作。直到setRunning(false);

这时候等待用户操作;

jetBoy的onKeyDown,onKeyUp会触发JetBoyThread的doKeyDown和doKeyUp,将事件放到队列中,然后在updateGameState,检查mEventQueue,进行事件处理:

@Override

public boolean onKeyDown(int keyCode, KeyEvent msg) {

if (keyCode == 4)

super.onKeyDown(keyCode, msg);

return mJetBoyThread.doKeyDown(keyCode, msg);

}

public boolean doKeyDown(int keyCode, KeyEvent msg) {

mEventQueue.add(new KeyGameEvent(keyCode, false, msg));

return true;

}

protected void updateGameState() {

// Process any game events and apply them

while (true) {

GameEvent event = mEventQueue.poll();

if (event == null)

break;

// Log.d(TAG,"*** EVENT = " + event);

// Process keys tracking the input context to pass in to later

// calls

if (event instanceof KeyGameEvent) {

// Process the key for affects other then asteroid hits

mKeyContext = processKeyEvent((KeyGameEvent)event, mKeyContext);

// Update laser state. Having this here allows the laser to

// be triggered right when the key is

// pressed. If we comment this out the laser will only be

// turned on when updateLaser is called

// when processing a timer event below.

updateLaser(mKeyContext);

}

// JET events trigger a state update

else if (event instanceof JetGameEvent) {

JetGameEvent jetEvent = (JetGameEvent)event;

// Only update state on a timer event

if (jetEvent.value == TIMER_EVENT) {

// Note the time of the last beat

mLastBeatTime = System.currentTimeMillis();

// Update laser state, turning it on if a key has been

// pressed or off if it has been

// on for too long.

updateLaser(mKeyContext);

// Update explosions before we update asteroids because

// updateAsteroids may add

// new explosions that we do not want updated until next

// frame

updateExplosions(mKeyContext);

// Update asteroid positions, hit status and animations

updateAsteroids(mKeyContext);

}

processJetEvent(jetEvent.player, jetEvent.segment, jetEvent.track, jetEvent.channel, jetEvent.controller, jetEvent.value);

}

}

}

逻辑应该很清楚了吧。

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