我有一个游戏应用程序需要很长时间才能加载。我以前在说明我的游戏时没有滞后,但现在是这样,我怀疑有些东西挂了。是否有可能由于我加载图像的方式而挂起?这是我所拥有的:
在 onCreate() 我有:
v = new SView(this); // Creates my new SurfaceView
a = new Accelerator(); // Adds the accelerometer
new loadPhotos().execute(""); // Initiates the AsyncTask posted below
new handleStuff().execute(""); // starts the generation of the game map
startTime = System.currentTimeMillis(); // Used to generate time lasted
setContentView(v); // Sets contentView to the SurfaceView
public class loadPhotos extends AsyncTask<String, Integer, String>
{
@Override
protected String doInBackground(String... arg0) {
return null;
}
@Override
protected void onPreExecute() {
super.onPreExecute();
Log.d(null, "!!!!!!!!!!!!!----------Starting Load-----------!!!!!!!!!1");
player = BitmapFactory.decodeResource(getResources(), R.drawable.player);
playerOpaque = BitmapFactory.decodeResource(getResources(), R.drawable.player_opaque);
livesBM = BitmapFactory.decodeResource(getResources(), R.drawable.lives);
playerMissile = BitmapFactory.decodeResource(getResources(), R.drawable.player_missle);
missileButton = BitmapFactory.decodeResource(getResources(), R.drawable.missile_button);
playerBullet = BitmapFactory.decodeResource(getResources(), R.drawable.bullet);
enemyBullet = BitmapFactory.decodeResource(getResources(), R.drawable.enemy_bullet);
enemyMissile = BitmapFactory.decodeResource(getResources(), R.drawable.enemy_missle);
enemy = BitmapFactory.decodeResource(getResources(), R.drawable.enemy);
explosionBig = BitmapFactory.decodeResource(getResources(), R.drawable.explosion);
lastESpawn = System.currentTimeMillis();
background = BitmapFactory.decodeResource(getResources(), R.drawable.background_clearsky);
cloudBM1 = BitmapFactory.decodeResource(getResources(), R.drawable.cloud1);
cloudBM2 = BitmapFactory.decodeResource(getResources(), R.drawable.cloud2);
Log.d(null, "!!!!!!!!!!!!!----------Ending Load-----------!!!!!!!!!1");
}
}
这是我的 LogCat
03-22 10:03:50.546: D/(1220): !!!!!!!!!!!!!----------Starting Load-----------!!!!!!!!!1
03-22 10:03:50.596: D/(1220): !!!!!!!!!!!!!----------Ending Load-----------!!!!!!!!!1
03-22 10:03:50.616: I/Adreno200-EGLSUB(1220): <ConfigWindowMatch:2087>: Format RGBA_8888.
03-22 10:03:50.646: W/SurfaceView(1220): CHECK surface infomation creating=false formatChanged=false sizeChanged=false visible=false visibleChanged=true surfaceChanged=true realSizeChanged=false redrawNeeded=true left=false top=false
03-22 10:03:50.656: D/(1220): !!!!!!!!!!!!!----------Starting Load-----------!!!!!!!!!1
03-22 10:03:50.706: D/dalvikvm(1220): GC_CONCURRENT freed 2361K, 14% free 22198K/25543K, paused 11ms+2ms, total 28ms
03-22 10:03:50.726: D/(1220): !!!!!!!!!!!!!----------Ending Load-----------!!!!!!!!!1
03-22 10:03:50.746: I/Adreno200-EGLSUB(1220): <ConfigWindowMatch:2087>: Format RGBA_8888.
03-22 10:04:18.096: D/dalvikvm(1220): GC_FOR_ALLOC freed 4756K, 28% free 20236K/27975K, paused 16ms, total 18ms
03-22 10:04:18.096: I/dalvikvm-heap(1220): Grow heap (frag case) to 32.131MB for 3686416-byte allocation