編輯:關於Android編程
本文實例講述了Android基本游戲循環。分享給大家供大家參考。具體如下:
// 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
}
}
希望本文所述對大家的Android程序設計有所幫助。
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