我是 Android 新手,我正在开发猴岛 1 的侮辱剑术,但我面临一些菜鸟问题 :)
这是我的游戏循环:
public class MainThread extends Thread {
private static final String TAG = MainThread.class.getSimpleName();
// desired fps
private final static int MAX_FPS = 50;
// maximum number of frames to be skipped
private final static int MAX_FRAME_SKIPS = 5;
// the frame period
private final static int FRAME_PERIOD = 1000 / MAX_FPS;
// Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
// The actual view that handles inputs
// and draws to the surface
private MainGamePanel gamePanel;
// flag to hold game state
private boolean running;
public void setRunning(boolean running) {
this.running = running;
}
public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
super();
this.surfaceHolder = surfaceHolder;
this.gamePanel = gamePanel;
}
@Override
public void run() {
Canvas canvas;
Log.d(TAG, "Starting game loop");
// initialise timing elements for stat gathering
initTimingElements();
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
sleepTime = 0;
while (running) {
canvas = null;
// try locking the canvas for exclusive pixel editing
// in the surface
try {
canvas = this.surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
// update game state
this.gamePanel.update();
// render state to the screen
// draws the canvas on the panel
this.gamePanel.render(canvas);
// calculate how long did the cycle take
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int)(FRAME_PERIOD - timeDiff);
if (sleepTime > 0) {
// if sleepTime > 0 we're OK
try {
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
} catch (InterruptedException e) {}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
// we need to catch up
this.gamePanel.update(); // update without rendering
sleepTime += FRAME_PERIOD; // add frame period to check if in next frame
framesSkipped++;
}
}
} finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
第一个菜鸟问题:
不断渲染背景或固定图像(如完成的动画帧)是否合法?是不是很浪费内存?我想先从廉价的内存逻辑开始,然后再开始主要使用动画。
第二个问题:
在我的 render() 函数中,我调用
canvas.drawBitmap(background, null,new Rect(0, 0,canvas.getWidth(),canvas.getHeight()), paint);
或者
Rect dest = new Rect(this.getXpos(), getYpos(), getXpos() + (rclip.right - rclip.left),
getYpos() + (rclip.bottom - rclip.top));
canvas.drawBitmap(tileSheet, rclip, dest, null);
将所有这些称为“新”是否正确?GC 在使用它们后会清理它们吗?