本文实例讲述了Android基本游戏循环。分享给大家供大家参考。具体如下:
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// desired fps private final static int MAX_FPS = 50 ; // maximum number of frames to be skipped private final static int MAX_FRAME_SKIPS = 5 ; // the frame period private final static int FRAME_PERIOD = 1000 / MAX_FPS; @Override public void run() { Canvas canvas; Log.d(TAG, "Starting game loop" ); long beginTime; // the time when the cycle begun long timeDiff; // the time it took for the cycle to execute int sleepTime; // ms to sleep (<0 if we're behind) int framesSkipped; // number of frames being skipped sleepTime = 0 ; while (running) { canvas = null ; // try locking the canvas for exclusive pixel editing // in the surface try { canvas = this .surfaceHolder.lockCanvas(); synchronized (surfaceHolder) { beginTime = System.currentTimeMillis(); framesSkipped = 0 ; // resetting the frames skipped // update game state this .gamePanel.update(); // render state to the screen // draws the canvas on the panel this .gamePanel.render(canvas); // calculate how long did the cycle take timeDiff = System.currentTimeMillis() - beginTime; // calculate sleep time sleepTime = ( int )(FRAME_PERIOD - timeDiff); if (sleepTime > 0 ) { // if sleepTime > 0 we're OK try { // send the thread to sleep for a short period // very useful for battery saving Thread.sleep(sleepTime); } catch (InterruptedException e) {} } while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) { // we need to catch up // update without rendering this .gamePanel.update(); // add frame period to check if in next frame sleepTime += FRAME_PERIOD; framesSkipped++; } } } finally { // in case of an exception the surface is not left in // an inconsistent state if (canvas != null ) { surfaceHolder.unlockCanvasAndPost(canvas); } } // end finally } } |
希望本文所述对大家的Android程序设计有所帮助。