我开始用Android学习画布绘图,我想做一个简单的应用程序。
在应用启动时,一条所谓的“蛇”开始在屏幕上移动,当用户点击屏幕时,“蛇”会改变方向。
我很容易做到了,但有一个小问题:
当用户点击屏幕时,蛇有时会在特定时刻改变方向,有时会在几毫秒后改变方向。因此,用户可以清楚地感觉到交互没有应有的响应,即使你非常集中注意力,蛇的确切转动时刻也很难预测。一定有其他方法可以比我做得更好。
请检查我的代码,我使用带有 Runnable 的处理程序来移动蛇。(在画布上绘制并每次将其设置为视图的背景,即每次将 setContentView 设置为我的 Activity。
代码:
public class MainActivity extends Activity implements View.OnClickListener {
Paint paint = new Paint();
Canvas canvas;
View contentView; ///<The view to set by setContentView
int moveSize; ///<Sze in px to move drawer to draw another square
int leftIndex; ///<Indexes for square drawing
int topIndex;
int rightIndex;
int bottomIndex;
int maxBoundsX; ///<The max number of squares in X axis
int maxBoundsY; ///<The max number of squares in Y axis
int moveSpeedInMillis = 25; ///<One movement square per milliseconds
Bitmap bitmapToDrawOn; ///<We draw the squares to this bitmap
Direction currentDirection = Direction.RIGHT; ///< RIGHT,LEFT,UP,DOWN directions. default is RIGHT
Handler handler = new Handler(); ///<Handler for running a runnable that actually 'moves' the snake by drawing squares to shifted positions
Runnable runnable = new Runnable() {
@Override
public void run() {
Log.i("runnable", "ran");
//Drawing a square to the current destination
drawRectPls(currentDirection);
//After some delay we call again and again and again
handler.postDelayed(runnable, moveSpeedInMillis);
}
};
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
/*getting area properties like moveSize, and bounds*/
moveSize = searchForOptimalMoveSize();
maxBoundsX = ScreenSizer.getScreenWidth(this) / moveSize;
maxBoundsY = ScreenSizer.getScreenHeight(this) / moveSize;
Log.i("moveSize", "moveSize: " + moveSize);
Log.i("maxBounds: ", "x: " + maxBoundsX + " ; " + "y: " + maxBoundsY);
/*setting start pos*/
//We start on the lower left part of the screen
leftIndex = moveSize * (-1);
rightIndex = 0;
bottomIndex = moveSize * maxBoundsY;
topIndex = moveSize * (maxBoundsY - 1);
//Setting contentView, bitmap, and canvas
contentView = new View(this);
contentView.setOnClickListener(this);
bitmapToDrawOn = Bitmap.createBitmap(ScreenSizer.getScreenWidth(this), ScreenSizer.getScreenHeight(this), Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmapToDrawOn);
contentView.setBackground(new BitmapDrawable(getResources(), bitmapToDrawOn));
setContentView(contentView);
/*starts drawing*/
handler.post(runnable);
}
/**
* Draws a square to the next direction
*
* @param direction the direction to draw the next square
*/
private void drawRectPls(Direction direction) {
if (direction.equals(Direction.RIGHT)) {
leftIndex += moveSize;
rightIndex += moveSize;
} else if (direction.equals(Direction.UP)) {
topIndex -= moveSize;
bottomIndex -= moveSize;
} else if (direction.equals(Direction.LEFT)) {
leftIndex -= moveSize;
rightIndex -= moveSize;
} else if (direction.equals(Direction.DOWN)) {
topIndex += moveSize;
bottomIndex += moveSize;
}
addRectToCanvas();
contentView.setBackground(new BitmapDrawable(getResources(), bitmapToDrawOn));
Log.i("drawRect", "direction: " + currentDirection);
}
private void addRectToCanvas() {
paint.setColor(Color.argb(255, 100, 100, 255));
canvas.drawRect(leftIndex, topIndex, rightIndex, bottomIndex, paint);
}
/**
* Upon tapping the screen the the snake is changing direction, one way simple interaction
*/
@Override
public void onClick(View v) {
if (v.equals(contentView)) {
if (currentDirection.equals(Direction.RIGHT)) {
currentDirection = Direction.UP;
} else if (currentDirection.equals(Direction.UP)) {
currentDirection = Direction.LEFT;
} else if (currentDirection.equals(Direction.LEFT)) {
currentDirection = Direction.DOWN;
} else if (currentDirection.equals(Direction.DOWN)) {
currentDirection = Direction.RIGHT;
}
}
}
/**
* Just getting the size of a square. Searching for an integer that divides both screen's width and height
* @return
*/
private int searchForOptimalMoveSize() {
int i;
for (i = 16; i <= 64; i++) {
Log.i("iter", "i= " + i);
if (ScreenSizer.getScreenWidth(this) % i == 0) {
Log.i("iter", ScreenSizer.getScreenWidth(this) + "%" + i + " =0 !");
if (ScreenSizer.getScreenHeight(this) % i == 0) {
Log.i("iter", ScreenSizer.getScreenHeight(this) + "%" + i + " =0 !");
return i;
}
}
}
return -1;
}
/**
* Stops the handler
*/
@Override
protected void onDestroy() {
super.onDestroy();
handler.removeCallbacks(runnable);
}
}
编辑:
我已经修改了我的代码,现在视图包含了所有细节,我使用了onDraw和invalidate方法,就像 Philipp 建议的那样。
结果稍微好一点,但我仍然可以清楚地感觉到用户交互导致方向变化滞后。
也许我应该用线程做些什么?
public class SpiralView extends View implements View.OnClickListener {
int leftIndex; ///<Indexes for square drawing
int topIndex;
int rightIndex;
int bottomIndex;
int speedInMillis = 50;
int moveSize; ///<Sze in px to move drawer to draw another square
int maxBoundsX; ///<The max number of squares in X axis
int maxBoundsY; ///<The max number of squares in Y axis
Paint paint = new Paint();
Direction currentDirection = Direction.RIGHT; ///< RIGHT,LEFT,UP,DOWN directions. default is RIGHT
public void setUp(int moveSize, int maxBoundsX, int maxBoundsY) {
this.moveSize = moveSize;
this.maxBoundsX = maxBoundsX;
this.maxBoundsY = maxBoundsY;
this.leftIndex = moveSize * (-1);
this.rightIndex = 0;
this.bottomIndex = moveSize * (maxBoundsY);
this.topIndex = moveSize * (maxBoundsY - 1);
}
public SpiralView(Context context, AttributeSet attrs) {
super(context, attrs);
setOnClickListener(this);
}
/**
* Draws a square to the next direction
*
* @param direction the direction to draw the next square
*/
private void drawOnPlease(Direction direction, Canvas canvas) {
if (direction.equals(Direction.RIGHT)) {
leftIndex += moveSize;
rightIndex += moveSize;
} else if (direction.equals(Direction.UP)) {
topIndex -= moveSize;
bottomIndex -= moveSize;
} else if (direction.equals(Direction.LEFT)) {
leftIndex -= moveSize;
rightIndex -= moveSize;
} else if (direction.equals(Direction.DOWN)) {
topIndex += moveSize;
bottomIndex += moveSize;
}
Log.i("drawRect", "direction: " + currentDirection);
Log.i("drawRect", "indexes: "+topIndex+" , "+rightIndex+" ," +bottomIndex+" , "+leftIndex);
addRectToCanvas(canvas);
}
private void addRectToCanvas(Canvas canvas) {
paint.setColor(Color.argb(255, 100, 100, 255));
canvas.drawRect(leftIndex, topIndex, rightIndex, bottomIndex, paint);
}
@Override
protected void onDraw(Canvas canvas) {
try {
drawOnPlease(currentDirection, canvas);
synchronized (this) {
wait(speedInMillis);
}
invalidate();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
@Override
public void onClick(View v) {
if (currentDirection.equals(Direction.RIGHT)) {
currentDirection = Direction.UP;
} else if (currentDirection.equals(Direction.UP)) {
currentDirection = Direction.LEFT;
} else if (currentDirection.equals(Direction.LEFT)) {
currentDirection = Direction.DOWN;
} else if (currentDirection.equals(Direction.DOWN)) {
currentDirection = Direction.RIGHT;
}
//..?
invalidate();
}
}