2011-12-19 86 views
0

我该如何处理throw any object(Stone)continuouslymoving Horizontally object? 我已经使用了一个线程,可以使用翻译动画连续扔石头,但内存使用量非常大,我的设备在3-4分钟后变慢。如何解决dis问题?android如何处理动画线程

回答

2

我认为你最好实施自己的SurfaceView。在其中,您可以绘制动画对象(使用专用线程),比使用视图动画更加自由。 (您当然必须重写代码的一部分,但从长远来看可能是最好的)。
如果你觉得你想试试SurfaceView,我建议你通过android的Lunar Lander例子来看看。

实施例:

public class ThrowView extends SurfaceView implements SurfaceHolder.Callback, OnGestureListener{ 
    //The OnGestureListener can detect a fling motion. 
    private class DrawingThread extends Thread{ 
     private final float timefactor = 0.0001f; //This is used to make the animation a bit slower. Play with this value if the animation seems too be to slow or too fast. 
     private final float damp = 0.9; //This is used to slow down the object. If it stops too fast or slow, this is the value to change. 
     private float stoneX = 0; //The x-coordinate of our stone object. Use this when drawing. 
     private float stoneY = 0; //The y-coordinate of our stone object. Use this when drawing. 
     @Override 
     public void run(){ 
      while(running){ 
      Canvas c = null; 
      try{ 
       c = surfaceHolder.lockCanvas(null); 
       synchronized (surfaceHolder) { 
        updatePhysics(); 
        doDraw(c); //doDraw is not in this example, but it should essentially just draw our object at stoneX, stoneY. 
       } 
      }finally{ 
       if(c!=null) surfaceHolder.unlockCanvasAndPost(c); 
      } 
      SystemClock.sleep(40); 
     } 
     private void updatePhysics(long time){ 
      //Calculate how much time has passed since last step: 
      time1 = System.currentTimeMillis(); 
      dT = (time1 - time2)*timefactor; 
      time2 = time1; 

      //Move the stone in x depending on the time and velocity: 
      stoneX += vX*dT; 
      //Decrease the velocity: 
      vX -= dT*damp: 
     } 
    } 
    protected volatile float vX = 0; //This is the x-speed. To be able to throw in y too, just make another variable for that. 
    @Override 
    public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { 
     //This is our onFling, here we take the velocity of the users fling and set our variable to that. 
     //Note that this value is based on pixels. 
     vX = velocityX; 
     return true; 
    } 
    @Override 
    public boolean onDown(MotionEvent e) { 
     //The onDown should return true so onFling can be activated: 
     return true; 
    } 
} 

这个例子是根据月球着陆样品易于使用的制造。许多方法(在这个例子中不需要)在这里省略,但可以根据Lunar Lander来实现。

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我已经使用了表面视图bu nw如何使用手势onFling()来抛出该对象。你会提供一些例子...... – Geetanjali 2011-12-22 05:05:43

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我添加了一个用于投掷的方法的例子。你可以在月球着陆器中看到如何制作的缺失部分,但是当然可以稍作修改。 :) – Jave 2011-12-22 09:37:21

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我们可以做到这一点:“我想通过手势监听器在持续移动的目标上抛出onFling()对象”,所以我们可以在单个Surface View中执行这两个操作......我们如何做到这一点? ???? – Geetanjali 2011-12-22 10:31:14