2011-12-19 82 views
0

我該如何處理throw any object(Stone)continuouslymoving Horizontally object? 我已經使用了一個線程,可以使用翻譯動畫連續扔石頭,但內存使用量非常大,我的設備在3-4分鐘後變慢。如何解決dis問題?android如何處理動畫線程

回答

2

我認爲你最好實施自己的SurfaceView。在其中,您可以繪製動畫對象(使用專用線程),比使用視圖動畫更加自由。 (您當然必須重寫代碼的一部分,但從長遠來看可能是最好的)。
如果你覺得你想試試SurfaceView,我建議你通過android的Lunar Lander例子來看看。

實施例:

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; 
    } 
} 

這個例子是根據月球着陸樣品易於使用的製造。許多方法(在這個例子中不需要)在這裏省略,但可以根據Lunar Lander來實現。

+0

我已經使用了表面視圖bu nw如何使用手勢onFling()來拋出該對象。你會提供一些例子...... – Geetanjali 2011-12-22 05:05:43

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我添加了一個用於投擲的方法的例子。你可以在月球着陸器中看到如何製作的缺失部分,但是當然可以稍作修改。 :) – Jave 2011-12-22 09:37:21

+0

我們可以做到這一點:「我想通過手勢監聽器在持續移動的目標上拋出onFling()對象」,所以我們可以在單個Surface View中執行這兩個操作......我們如何做到這一點? ???? – Geetanjali 2011-12-22 10:31:14