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我该如何处理throw any object(Stone)
continuously
到moving 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
我该如何处理throw any object(Stone)
continuously
到moving 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
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。
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
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
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