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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