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【Android2D游戏开发之四】Android 游戏框架(一个游戏角色在屏幕行走的demo)

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Himi  原创, 转载请注明! 谢谢。

  原文地址: http://blog.csdn.net/xiaominghimi/archive/2010/12/21/6090631.aspx

              各位童鞋请你们注意:surfaceview中确实有 onDraw这个方法,但是surfaceview不会自己去调用!!!

  而我代码中的ondraw 也好 draw 也好,都是我自己定义的一个方法。。。放在线程中不断调用的,一定要注意!!

        其实上一篇分析surfaceview的文章就是一个简单的游戏框架了,当然这里再强调一下,简单的游戏框架,所以不要高手们不要乱喷~

这个Demo是给群里一童鞋写的一个对图片操作以及按键处理,游戏简单框架的一个demo,这里放出给大家分享~

package com.himi;    
import android.content.Context;    
import android.content.res.Resources;    
import android.graphics.Bitmap;    
import android.graphics.BitmapFactory;    
import android.graphics.Canvas;    
import android.graphics.Color;    
import android.graphics.Paint;    
import android.util.Log;    
import android.view.KeyEvent;    
import android.view.SurfaceHolder;    
import android.view.SurfaceView;    
import android.view.SurfaceHolder.Callback;    
public class MySurfaceView extends SurfaceView implements Callback, Runnable {    
    private Thread th = new Thread(this);    
    private SurfaceHolder sfh;    
    private int SH, SW;    
    private Canvas canvas;    
    private Paint p;    
    private Paint p2;    
    private Resources res;    
    private Bitmap bmp;    
    private int bmp_x = 100, bmp_y = 100;    
    private boolean UP, DOWN, LEFT, RIGHT;    
    private int animation_up[] = { 3, 4, 5 };    
    private int animation_down[] = { 0, 1, 2 };    
    private int animation_left[] = { 6, 7, 8 };    
    private int animation_right[] = { 9, 10, 11 };    
    private int animation_init[] = animation_down;    
    private int frame_count;    
    public MySurfaceView(Context context) {    
        super(context);    
        this.setKeepScreenOn(true);    
        res = this.getResources();    
        bmp = BitmapFactory.decodeResource(res, R.drawable.enemy1);    
        sfh = this.getHolder();    
        sfh.addCallback(this);    
        p = new Paint();    
        p.setColor(Color.YELLOW);    
        p2 = new Paint();    
        p2.setColor(Color.RED);    
        p.setAntiAlias(true);    
        setFocusable(true);  //备注1  
    }    
    public void surfaceCreated(SurfaceHolder holder) {    
        SH = this.getHeight();    
        SW = this.getWidth();    
        th.start();    
    }    
    public void draw() {    
        canvas = sfh.lockCanvas();    
        canvas.drawRect(0, 0, SW, SH, p);   //备注2  
        canvas.save();   //备注3  
        canvas.drawText("Himi", bmp_x-2, bmp_y-10, p2);    
        canvas.clipRect(bmp_x, bmp_y, bmp_x + bmp.getWidth() / 13, bmp_y+bmp.getHeight());    
        if (animation_init == animation_up) {    
            canvas.drawBitmap(bmp, bmp_x - animation_up[frame_count] * (bmp.getWidth() / 13), bmp_y, p);    
        } else if (animation_init == animation_down) {    
            canvas.drawBitmap(bmp, bmp_x - animation_down[frame_count] * (bmp.getWidth() / 13), bmp_y, p);    
        } else if (animation_init == animation_left) {    
            canvas.drawBitmap(bmp, bmp_x - animation_left[frame_count] * (bmp.getWidth() / 13), bmp_y, p);    
        } else if (animation_init == animation_right) {    
            canvas.drawBitmap(bmp, bmp_x - animation_right[frame_count] * (bmp.getWidth() / 13), bmp_y, p);    
        }    
        canvas.restore();  //备注3  
        sfh.unlockCanvasAndPost(canvas);    
    }    
    public void cycle() {    
        if (DOWN) {    
            bmp_y += 5;    
        } else if (UP) {    
            bmp_y -= 5;    
        } else if (LEFT) {    
            bmp_x -= 5;    
        } else if (RIGHT) {    
            bmp_x += 5;    
        }    
        if (DOWN || UP || LEFT || RIGHT) {    
            if (frame_count < 2) {    
                frame_count++;    
            } else {    
                frame_count = 0;    
            }    
        }    
        if (DOWN == false && UP == false && LEFT == false && RIGHT == false) {    
            frame_count = 0;    
        }    
    }    
    @Override    
    public boolean onKeyDown(int key, KeyEvent event) {    
        if (key == KeyEvent.KEYCODE_DPAD_UP) {    
            if (UP == false) {    
                animation_init = animation_up;    
            }    
            UP = true;    
        } else if (key == KeyEvent.KEYCODE_DPAD_DOWN) {    
            if (DOWN == false) {    
                animation_init = animation_down;    
            }    
            DOWN = true;    
        } else if (key == KeyEvent.KEYCODE_DPAD_LEFT) {    
            if (LEFT == false) {    
                animation_init = animation_left;    
            }    
            LEFT = true;    
        } else if (key == KeyEvent.KEYCODE_DPAD_RIGHT) {    
            if (RIGHT == false) {    
                animation_init = animation_right;    
            }    
            RIGHT = true;    
        }    
        return super.onKeyDown(key, event);    
    }    
    /* (non-Javadoc)  
     * @see android.view.View#onKeyUp(int, android.view.KeyEvent)  
     */    
    @Override    
    public boolean onKeyUp(int keyCode, KeyEvent event) {    
        if (DOWN) {    
            DOWN = false;    
        } else if (UP) {    
            UP = false;    
        } else if (LEFT) {    
            LEFT = false;    
        } else if (RIGHT) {    
            RIGHT = false;    
        }    
        return super.onKeyUp(keyCode, event);    
    }    
    @Override    
    public void run() {    
        // TODO Auto-generated method stub    
        while (true) {    
            draw();    
            cycle();    
            try {    
                Thread.sleep(100);    
            } catch (Exception ex) {    
            }    
        }    
    }    
    @Override    
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {    
        // TODO Auto-generated method stub    
    }    
    @Override    
    public void surfaceDestroyed(SurfaceHolder holder) {    
        // TODO Auto-generated method stub    
    }    
}


备注1

   此方法是用来响应按键!如果是自己定义一个继承自View的类,重新实现onKeyDown方法后,只有当该View获得焦点时才会调用onKeyDown方法,Actvity中的onKeyDown方法是当所有控件均没有处理该按键事件时,才会调用.

备注2

   这里也是对屏幕进行刷屏操作,其实这也只是一种,之前文章里我也用到drawRGB的方法同样实现,当然也可以用fillRect等来刷屏。

    那么这里我想说下,在继承view中,因为onDraw方法是系统自动调用的,不像在surfaceview这里这样去在run里面自己去不断调用,在view中我们可以抵用 invalidate()/postInvalidate() 这两种方法实现让系统调用onDraw方法,这里也是和surfaceview中的不同之一!

备注3

   这里canvas.save();和canvas.restore();是两个相互匹配出现的,作用是用来保存画布的状态和取出保存的状态的。这里稍微解释一下,

   当我们对画布进行旋转,缩放,平移等操作的时候其实我们是想对特定的元素进行操作,比如图片,一个矩形等,但是当你用canvas的方法来进行这些操作的时候,其实是对整个画布进行了操作,那么之后在画布上的元素都会受到影响,所以我们在操作之前调用canvas.save()来保存画布当前的状态,当操作之后取出之前保存过的状态,这样就不会对其他的元素进行影响

对于 canvas.save();和canvas.restore();  还有不少童鞋不懂,OK、我再补充点:

代码段1:

public void draw() {   
  Canvas canvas = sfh.lockCanvas();    
  canvas.drawColor(Color.BLACK);  
  canvas.drawBitmap(bmp1, 0,0,paint);  
  canvas.save();   
  canvas.scale(1.5f, 1.5f);  
  canvas.restore();   
  canvas.drawBitmap(bmp2, 0,0,paint);  
  sfh.unlockCanvasAndPost(canvas);    
}


代码段2:
public void draw() {   
  Canvas canvas = sfh.lockCanvas();    
  canvas.drawColor(Color.BLACK);  
  canvas.drawBitmap(bmp1, 0,0,paint);  
  canvas.scale(1.5f, 1.5f);  
  canvas.drawBitmap(bmp2, 0,0,paint);  
  sfh.unlockCanvasAndPost(canvas);    
}


上面这两个代码片段中我们都假设有两张图片 bmp1和bmp2,并且都画在画布上!

那么代码段1和代码段2的不同:

代码段1中我们进行画布缩放的之前保存了画布状态,做了缩放操作之后又取出之前保存的状态,这样做是为了保证bmp2正常画出来不收到缩放的影响!

代码段2里,画了bmp1后就执行了缩放操作,并且没有保存状态!紧接着画了bmp2,那么bmp2也会一样受到缩放的影响!!
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