使用SurfaceView实现动画 怎样使用SurfaceView实现鱼儿游动动画
qq_38261174 人气:0想了解怎样使用SurfaceView实现鱼儿游动动画的相关内容吗,qq_38261174在本文为您仔细讲解使用SurfaceView实现动画的相关知识和一些Code实例,欢迎阅读和指正,我们先划重点:SurfaceView,动画,下面大家一起来学习吧。
与自定义view绘图进行对比:
1.view绘图没有双缓冲机制,而surfaceview有
2.view绘图更新时,要全部更新整张图片,而surfaceview可以更新部分区域
3.新线程无法直接更新view绘图,需要handler配合。
鱼儿游动的动画:
<?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="match_parent" android:layout_height="match_parent"> <com.example.liuyan.testbutfly.FishView android:layout_width="match_parent" android:layout_height="match_parent" /> </LinearLayout>
java代码:
public class FishView extends SurfaceView implements SurfaceHolder.Callback{ private SurfaceHolder holder; private UpdateViewThread updatethread; private boolean hasSurface; private Bitmap back; private Bitmap[] fishs; private int fishIndex = 0;//绘制第几张鱼 //鱼的初始位置 private float fishx = 778; private float fishy = 500; private float fishSpeed = 6; //鱼的游动速度 //鱼的游动角度 private int fishAngle = new Random().nextInt(60); Matrix matrix = new Matrix(); public FishView(Context context) { super(context); Log.i("mydate" , "开始"); //获取surfaceview的surfaceholder,并将该类的实例作为其callback holder = getHolder(); holder.addCallback(this);//以自身作为callback,回调方法 hasSurface = false; back = BitmapFactory.decodeResource(context.getResources() , R.drawable.fishbg);//背景 int[] id = new int[]{R.drawable.fish0 , R.drawable.fish1 , R.drawable.fish2 ,R.drawable.fish3 ,R.drawable.fish4 ,R.drawable.fish5 ,R.drawable.fish6 ,R.drawable.fish7 ,R.drawable.fish8, R.drawable.fish9}; fishs = new Bitmap[10]; //初始化 鱼游动的10张图 for (int i = 0 ; i < 10 ; i++){ try { fishs[i] = BitmapFactory.decodeResource(context.getResources() , id[i]); } catch (Exception e){ e.printStackTrace(); } } Log.i("mydate" , "结束"); } public FishView(Context context, AttributeSet attrs) { super(context, attrs); Log.i("mydate" , "开始"); //获取surfaceview的surfaceholder,并将该类的实例作为其callback holder = getHolder(); holder.addCallback(this);//以自身作为callback,回调方法 hasSurface = false; back = BitmapFactory.decodeResource(context.getResources() , R.drawable.fishbg);//背景 int[] id = new int[]{R.drawable.fish0 , R.drawable.fish1 , R.drawable.fish2 ,R.drawable.fish3 ,R.drawable.fish4 ,R.drawable.fish5 ,R.drawable.fish6 ,R.drawable.fish7 ,R.drawable.fish8, R.drawable.fish9}; fishs = new Bitmap[10]; //初始化 鱼游动的10张图 for (int i = 0 ; i < 10 ; i++){ try { // int fishId = (Integer) R.drawable.class.getField("fish" + i).get(null);//反射机制获取图片 // Log.i("mydate" , " "+ fishId); fishs[i] = BitmapFactory.decodeResource(context.getResources() , id[i]); } catch (Exception e){ e.printStackTrace(); } } Log.i("mydate" , "结束"); } public void resume(){ //创建和启动 图片更新线程 if (updatethread == null){ updatethread = new UpdateViewThread(); if (hasSurface == true){ updatethread.start(); } } } public void pause(){ //停止 图像更新线程 if (updatethread != null){ updatethread.requestExitAndWait(); updatethread = null; } } @Override public void surfaceCreated(SurfaceHolder holder) { //surfaceview被创建时回调该方法 hasSurface = true; resume(); //开启线程更新 } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {//surfaceview改变时回调该方法 if (updatethread != null){ updatethread.onWindowResize(width , height); } } @Override public void surfaceDestroyed(SurfaceHolder holder) {//surfaceview销毁时回调该方法 hasSurface = false; pause(); //停止线程更新 } class UpdateViewThread extends Thread{ //定义图像是否更新完成的标志 private boolean done; public UpdateViewThread() { super(); done = false; } @Override public void run() { SurfaceHolder surfaceholder = holder; //循环绘制,直到线程停止 while (!done){ Canvas canvas = surfaceholder.lockCanvas();//锁定surfaceview,准备绘制 //绘制背景 canvas.drawBitmap(back , 0 , 0 , null); //鱼游出屏幕外,重新初始化鱼的位置 if (fishx < 0 ){ fishx = 778; fishy = 500; fishAngle = new Random().nextInt(60); } if (fishy < 0){ fishx = 778; fishy = 500; fishAngle = new Random().nextInt(60); } //用matrix控制鱼的旋转角度和位置 matrix.reset(); matrix.setRotate(fishAngle);//下面的位置计算看图片的解释如下: matrix.postTranslate(fishx -= fishSpeed * Math.cos(Math.toRadians(fishAngle)) , fishy -= fishSpeed * Math.sin(Math.toRadians(fishAngle))); canvas.drawBitmap(fishs[fishIndex++%fishs.length] , matrix , null); surfaceholder.unlockCanvasAndPost(canvas);//解锁canvas,渲染绘制图像 try { Thread.sleep(60); } catch (Exception e){ e.printStackTrace(); } } } public void requestExitAndWait() { //将绘制线程 标记为完成 ,并合并到主线程中 done = true; try { join(); } catch (Exception e){ e.printStackTrace(); } } public void onWindowResize(int width, int height) { //处理surfaceview的大小改变事件 } } }
位置计算图片解释如下:
Math.toRadians(fishAngle)
先理解这句代码的意思:将0-360的角度制角度转化为pi弧度制角度
鱼儿不停的游动,坐标改变其实就是:
当前的x坐标 - 速度*cos角度 , 当前的y坐标 - 速度*sin角度
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