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@Override
public void run() {
    super.run();

    final float timePerFrame = 1000 / Options.MAX_FPS;
    float timeDiff;
    while(!isInterrupted() && isRunning) {
        timeDiff = System.currentTimeMillis();
        mController.refresh();
        timeDiff = timePerFrame - (timeDiff - System.currentTimeMillis());

        try {
               Thread.sleep(Math.max(Math.round(timeDiff), 0));
        } catch(InterruptedException e) {
            // do nothing
            e.printStackTrace();
        }
    }
    Log.e("GameThread", "Thread dead.");
}

这就是我的线程基本上在做的事情。

Options.MAX_FPS = 30;

为了限制每秒的帧数,在每次刷新之间有某种睡眠时间。刷新方法如下所示:

公共同步无效刷新(){ int mRotation = Math.round((360 +((-1)*mAccelerometer [0] * 4.5f))%360);mObject.setRotation(mRotation);

    // get canvas from surfaceview
    if(mSurfaceHolder != null) {
        // do all calculations.
        if(Looper.myLooper() == Looper.getMainLooper()) {
            log("on main thread!");
        } else {
            log("Not on main thread");
        }


        Canvas mCanvas = mSurfaceHolder.lockCanvas();
        if (mCanvas != null) {
            // shift x offset
            mScreenWidth = mCanvas.getWidth();
            mScreenHeight = mCanvas.getHeight();

            // draw black background, clear everything.
            mCanvas.drawRect(new Rect(0,0,mScreenWidth, mScreenHeight), mBlackPaint);

            // shift & draw all viewobjects if still visible

            for(ViewObject view: mViewObjectList.toArray(new ViewObject[mViewObjectList.size()])) {
                view.shiftX(-1 * Options.Gameplay.Environment.MOVING_SPEED);
                if(view.getX() + view.getWidth() < 0) {
                    mViewObjectList.remove(view);
                }
                if(view.getCurrentBitmap() != null)
                    mCanvas.drawBitmap(view.getCurrentBitmap(), new Rect(0,0,view.getCurrentBitmap().getWidth(), view.getCurrentBitmap().getHeight()), new Rect(view.getX(), view.getY(), view.getX()+ view.getWidth(), view.getY()+view.getHeight()), new Paint());

                view.nextFrame();
            }

            // draw object
            final Bitmap sBitmap = mObject.getCurrentBitmap();
            mObject.nextFrame();
            if(sBitmap != null) {
                mCanvas.drawBitmap(sBitmap, new Rect(0, 0, sBitmap.getWidth(), sBitmap.getHeight()), new Rect(mObject.getX(), mObject.getY(), sBitmap.getWidth(), sBitmap.getHeight()), new Paint());
            } else log("bitmap = null!");
        }

        mSurfaceHolder.unlockCanvasAndPost(mCanvas);
    }
}

线程持续运行了一段时间,正在绘制背景元素(即使我的旋转还不能正常工作,但那是另一回事了..),背景“似乎”在移动(就像横向卷轴一样),但在某些情况下随机时间点,没有任何 ADB LogCat 消息(不仅限于应用程序,而是整个 LogCat 输出) - 线程简单地停止。不画了。没有什么。我没有调用中断或将 isRunning 设置为 false,因为“线程已死”。消息也没有写入 LogCat。我不知道发生了什么。谢谢你的帮助。

4

1 回答 1

1

你有:

timeDiff = System.currentTimeMillis();
// refresh, which takes some time I guess
timeDiff = timePerFrame - (timeDiff - System.currentTimeMillis());

所以System.currentTimeMillis()会晚一些,因此比timeDiff. 括号中的术语将是负数 - 因此您将添加到timePerFrame并且timeDiff将增长而不是减少。

于 2013-08-04T13:39:40.610 回答