SurfaceView也是继承了View,但是我们并不需要去实现它的draw方法来绘制自己,为什么呢?
因为它和View有一个很大的区别,View在UI线程去更新自己;而SurfaceView则在一个子线程中去更新自己;这也显示出了它的优势,当制作游戏等需要不断刷新View时,因为是在子线程,避免了对UI线程的阻塞。
知道了优势以后,你会想那么不使用draw方法,哪来的canvas使用呢?
大家都记得更新View的时候draw方法提供了一个canvas,SurfaceView内部内嵌了一个专门用于绘制的Surface,而这个Surface中包含一个Canvas。
有了Canvas,我们如何获取呢?
SurfaceView里面有个getHolder方法,我们可以获取一个SurfaceHolder。通过SurfaceHolder可以监听SurfaceView的生命周期以及获取Canvas对象。
通常用法
public class SurfaceViewTemplate extends SurfaceView implements Callback, Runnable
{
private SurfaceHolder mHolder;
/**
* 与SurfaceHolder绑定的Canvas
*/
private Canvas mCanvas;
/**
* 用于绘制的线程
*/
private Thread t;
/**
* 线程的控制开关
*/
private boolean isRunning;
public SurfaceViewTemplate(Context context)
{
this(context, null);
}
public SurfaceViewTemplate(Context context, AttributeSet attrs)
{
super(context, attrs);
mHolder = getHolder();
mHolder.addCallback(this);
// setZOrderOnTop(true);// 设置画布 背景透明
// mHolder.setFormat(PixelFormat.TRANSLUCENT);
//设置可获得焦点
setFocusable(true);
setFocusableInTouchMode(true);
//设置常亮
this.setKeepScreenOn(true);
}
@Override
public void surfaceCreated(SurfaceHolder holder)
{
// 开启线程
isRunning = true;
t = new Thread(this);
t.start();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height)
{
// TODO Auto-generated method stub
}
@Override
public void surfaceDestroyed(SurfaceHolder holder)
{
// 通知关闭线程
isRunning = false;
}
@Override
public void run()
{
// 不断的进行draw
while (isRunning)
{
draw();
}
}
private void draw()
{
try
{
// 获得canvas
mCanvas = mHolder.lockCanvas();
if (mCanvas != null)
{
// drawSomething..
}
} catch (Exception e)
{
} finally
{
if (mCanvas != null)
mHolder.unlockCanvasAndPost(mCanvas);
}
}
}
结合上面我们的介绍,我们在构造中通过getHolder拿到SurfaceHolder对象,然后设置一个addCallback回调,去监听SurfaceView的生命周期,生命周期有三个方法,分别为create,change,destory;我们一般在create里面进行初始化的一些操作,然后开启线程;在destroy里面设置关闭线程;
所有的绘制流程都是线程的run方法里面,可以看到我们的draw方法。
注意下,我们在draw里面进行了try catch然后很多的判空,主要是因为,当用户点击back或者按下home键以后,surfaceview会被销毁;
mHolder.lockCanvas();返回的就是null了,所以为了避免造成空指针错误,我们各种判null,甚至还加了个try catch。
实例 抽奖转盘
效果图
代码如下
package com.zhy.view;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.graphics.Path;
import android.graphics.Rect;
import android.graphics.RectF;
import android.util.AttributeSet;
import android.util.Log;
import android.util.TypedValue;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
import android.view.SurfaceView;
import com.zhy.demo_zhy_06_choujiangzhuanpan.R;
public class LuckyPanView extends SurfaceView implements Callback, Runnable
{
private SurfaceHolder mHolder;
/**
* 与SurfaceHolder绑定的Canvas
*/
private Canvas mCanvas;
/**
* 用于绘制的线程
*/
private Thread t;
/**
* 线程的控制开关
*/
private boolean isRunning;
/**
* 抽奖的文字
*/
private String[] mStrs = new String[] { "单反相机", "IPAD", "恭喜发财", "IPHONE",
"妹子一只", "恭喜发财" };
/**
* 每个盘块的颜色
*/
private int[] mColors = new int[] { 0xFFFFC300, 0xFFF17E01, 0xFFFFC300,
0xFFF17E01, 0xFFFFC300, 0xFFF17E01 };
/**
* 与文字对应的图片
*/
private int[] mImgs = new int[] { R.drawable.danfan, R.drawable.ipad,
R.drawable.f040, R.drawable.iphone, R.drawable.meizi,
R.drawable.f040 };
/**
* 与文字对应图片的bitmap数组
*/
private Bitmap[] mImgsBitmap;
/**
* 盘块的个数
*/
private int mItemCount = 6;
/**
* 绘制盘块的范围
*/
private RectF mRange = new RectF();
/**
* 圆的直径
*/
private int mRadius;
/**
* 绘制盘快的画笔
*/
private Paint mArcPaint;
/**
* 绘制文字的画笔
*/
private Paint mTextPaint;
/**
* 滚动的速度
*/
private double mSpeed;
private volatile float mStartAngle = 0;
/**
* 是否点击了停止
*/
private boolean isShouldEnd;
/**
* 控件的中心位置
*/
private int mCenter;
/**
* 控件的padding,这里我们认为4个padding的值一致,以paddingleft为标准
*/
private int mPadding;
/**
* 背景图的bitmap
*/
private Bitmap mBgBitmap = BitmapFactory.decodeResource(getResources(),
R.drawable.bg2);
/**
* 文字的大小
*/
private float mTextSize = TypedValue.applyDimension(
TypedValue.COMPLEX_UNIT_SP, 20, getResources().getDisplayMetrics());
public LuckyPanView(Context context)
{
this(context, null);
}
public LuckyPanView(Context context, AttributeSet attrs)
{
super(context, attrs);
mHolder = getHolder();
mHolder.addCallback(this);
// setZOrderOnTop(true);// 设置画布 背景透明
// mHolder.setFormat(PixelFormat.TRANSLUCENT);
setFocusable(true);
setFocusableInTouchMode(true);
this.setKeepScreenOn(true);
}
/**
* 设置控件为正方形
*/
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec)
{
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
int width = Math.min(getMeasuredWidth(), getMeasuredHeight());
// 获取圆形的直径
mRadius = width - getPaddingLeft() - getPaddingRight();
// padding值
mPadding = getPaddingLeft();
// 中心点
mCenter = width / 2;
setMeasuredDimension(width, width);
}
@Override
public void surfaceCreated(SurfaceHolder holder)
{
// 初始化绘制圆弧的画笔
mArcPaint = new Paint();
mArcPaint.setAntiAlias(true);
mArcPaint.setDither(true);
// 初始化绘制文字的画笔
mTextPaint = new Paint();
mTextPaint.setColor(0xFFffffff);
mTextPaint.setTextSize(mTextSize);
// 圆弧的绘制范围
mRange = new RectF(getPaddingLeft(), getPaddingLeft(), mRadius
+ getPaddingLeft(), mRadius + getPaddingLeft());
// 初始化图片
mImgsBitmap = new Bitmap[mItemCount];
for (int i = 0; i < mItemCount; i++)
{
mImgsBitmap[i] = BitmapFactory.decodeResource(getResources(),
mImgs[i]);
}
// 开启线程
isRunning = true;
t = new Thread(this);
t.start();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height)
{
// TODO Auto-generated method stub
}
@Override
public void surfaceDestroyed(SurfaceHolder holder)
{
// 通知关闭线程
isRunning = false;
}
@Override
public void run()
{
// 不断的进行draw
while (isRunning)
{
long start = System.currentTimeMillis();
draw();
long end = System.currentTimeMillis();
try
{
if (end - start < 50)
{
Thread.sleep(50 - (end - start));
}
} catch (InterruptedException e)
{
e.printStackTrace();
}
}
}
private void draw()
{
try
{
// 获得canvas
mCanvas = mHolder.lockCanvas();
if (mCanvas != null)
{
// 绘制背景图
drawBg();
/**
* 绘制每个块块,每个块块上的文本,每个块块上的图片
*/
float tmpAngle = mStartAngle;
float sweepAngle = (float) (360 / mItemCount);
for (int i = 0; i < mItemCount; i++)
{
// 绘制快快
mArcPaint.setColor(mColors[i]);
// mArcPaint.setStyle(Style.STROKE);
mCanvas.drawArc(mRange, tmpAngle, sweepAngle, true,
mArcPaint);
// 绘制文本
drawText(tmpAngle, sweepAngle, mStrs[i]);
// 绘制Icon
drawIcon(tmpAngle, i);
tmpAngle += sweepAngle;
}
// 如果mSpeed不等于0,则相当于在滚动
mStartAngle += mSpeed;
// 点击停止时,设置mSpeed为递减,为0值转盘停止
if (isShouldEnd)
{
mSpeed -= 1;
}
if (mSpeed <= 0)
{
mSpeed = 0;
isShouldEnd = false;
}
// 根据当前旋转的mStartAngle计算当前滚动到的区域
calInExactArea(mStartAngle);
}
} catch (Exception e)
{
e.printStackTrace();
} finally
{
if (mCanvas != null)
mHolder.unlockCanvasAndPost(mCanvas);
}
}
/**
* 根据当前旋转的mStartAngle计算当前滚动到的区域 绘制背景,不重要,完全为了美观
*/
private void drawBg()
{
mCanvas.drawColor(0xFFFFFFFF);
mCanvas.drawBitmap(mBgBitmap, null, new Rect(mPadding / 2,
mPadding / 2, getMeasuredWidth() - mPadding / 2,
getMeasuredWidth() - mPadding / 2), null);
}
/**
* 根据当前旋转的mStartAngle计算当前滚动到的区域
*
* @param startAngle
*/
public void calInExactArea(float startAngle)
{
// 让指针从水平向右开始计算
float rotate = startAngle + 90;
rotate %= 360.0;
for (int i = 0; i < mItemCount; i++)
{
// 每个的中奖范围
float from = 360 - (i + 1) * (360 / mItemCount);
float to = from + 360 - (i) * (360 / mItemCount);
if ((rotate > from) && (rotate < to))
{
Log.d("TAG", mStrs[i]);
return;
}
}
}
/**
* 绘制图片
*
* @param startAngle
* @param sweepAngle
* @param i
*/
private void drawIcon(float startAngle, int i)
{
// 设置图片的宽度为直径的1/8
int imgWidth = mRadius / 8;
float angle = (float) ((30 + startAngle) * (Math.PI / 180));
int x = (int) (mCenter + mRadius / 2 / 2 * Math.cos(angle));
int y = (int) (mCenter + mRadius / 2 / 2 * Math.sin(angle));
// 确定绘制图片的位置
Rect rect = new Rect(x - imgWidth / 2, y - imgWidth / 2, x + imgWidth
/ 2, y + imgWidth / 2);
mCanvas.drawBitmap(mImgsBitmap[i], null, rect, null);
}
/**
* 绘制文本
*
* @param rect
* @param startAngle
* @param sweepAngle
* @param string
*/
private void drawText(float startAngle, float sweepAngle, String string)
{
Path path = new Path();
path.addArc(mRange, startAngle, sweepAngle);
float textWidth = mTextPaint.measureText(string);
// 利用水平偏移让文字居中
float hOffset = (float) (mRadius * Math.PI / mItemCount / 2 - textWidth / 2);// 水平偏移
float vOffset = mRadius / 2 / 6;// 垂直偏移
mCanvas.drawTextOnPath(string, path, hOffset, vOffset, mTextPaint);
}
/**
* 点击开始旋转
*
* @param luckyIndex
*/
public void luckyStart(int luckyIndex)
{
// 每项角度大小
float angle = (float) (360 / mItemCount);
// 中奖角度范围(因为指针向上,所以水平第一项旋转到指针指向,需要旋转210-270;)
float from = 270 - (luckyIndex + 1) * angle;
float to = from + angle;
// 停下来时旋转的距离
float targetFrom = 4 * 360 + from;
/**
* <pre>
* (v1 + 0) * (v1+1) / 2 = target ;
* v1*v1 + v1 - 2target = 0 ;
* v1=-1+(1*1 + 8 *1 * target)/2;
* </pre>
*/
float v1 = (float) (Math.sqrt(1 * 1 + 8 * 1 * targetFrom) - 1) / 2;
float targetTo = 4 * 360 + to;
float v2 = (float) (Math.sqrt(1 * 1 + 8 * 1 * targetTo) - 1) / 2;
mSpeed = (float) (v1 + Math.random() * (v2 - v1));
isShouldEnd = false;
}
public void luckyEnd()
{
mStartAngle = 0;
isShouldEnd = true;
}
public boolean isStart()
{
return mSpeed != 0;
}
public boolean isShouldEnd()
{
return isShouldEnd;
}
}
代码下载
参考链接
Android SurfaceView实战 打造抽奖转盘 - Hongyang - 博客频道 - CSDN.NET
实战 flabby bird
效果图
分析
仔细观察游戏,需要绘制的有:背景、地板、鸟、管道、分数;
游戏开始时:
地板给人一种想左移动的感觉;
管道与地板同样的速度向左移动;
鸟默认下落;
当用户touch屏幕时,鸟上升一段距离后,下落;
运动过程中需要判断管道和鸟之间的位置关系,是否触碰,是否穿过等,需要计算分数。
可以分为
- piple类
- bird类
- floor类
- Game类
等来实现
GameFlabbyBird类代码
package com.zhy.view;
import java.util.ArrayList;
import java.util.List;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.PixelFormat;
import android.graphics.RectF;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
import android.view.SurfaceView;
import com.zhy.surfaceViewDemo.R;
public class GameFlabbyBird extends SurfaceView implements Callback, Runnable
{
private SurfaceHolder mHolder;
/**
* 与SurfaceHolder绑定的Canvas
*/
private Canvas mCanvas;
/**
* 用于绘制的线程
*/
private Thread t;
/**
* 线程的控制开关
*/
private boolean isRunning;
private Paint mPaint;
/**
* 当前View的尺寸
*/
private int mWidth;
private int mHeight;
private RectF mGamePanelRect = new RectF();
/**
* 背景
*/
private Bitmap mBg;
/**
* *********鸟相关**********************
*/
private Bird mBird;
private Bitmap mBirdBitmap;
/**
* 地板
*/
private Floor mFloor;
private Bitmap mFloorBg;
/**
* *********管道相关**********************
*/
/**
* 管道
*/
private Bitmap mPipeTop;
private Bitmap mPipeBottom;
private RectF mPipeRect;
private int mPipeWidth;
/**
* 管道的宽度 60dp
*/
private static final int PIPE_WIDTH = 60;
private List<Pipe> mPipes = new ArrayList<Pipe>();
/**
* 分数
*/
private final int[] mNums = new int[] { R.drawable.n0, R.drawable.n1,
R.drawable.n2, R.drawable.n3, R.drawable.n4, R.drawable.n5,
R.drawable.n6, R.drawable.n7, R.drawable.n8, R.drawable.n9 };
private Bitmap[] mNumBitmap;
private int mGrade = 0;
private int mRemovedPipe = 0;
private static final float RADIO_SINGLE_NUM_HEIGHT = 1 / 15f;
private int mSingleGradeWidth;
private int mSingleGradeHeight;
private RectF mSingleNumRectF;
private int mSpeed = Util.dp2px(getContext(), 2);
/***********************************/
private enum GameStatus
{
WAITTING, RUNNING, STOP;
}
/**
* 记录游戏的状态
*/
private GameStatus mStatus = GameStatus.WAITTING;
/**
* 触摸上升的距离,因为是上升,所以为负值
*/
private static final int TOUCH_UP_SIZE = -16;
/**
* 将上升的距离转化为px;这里多存储一个变量,变量在run中计算
*
*/
private final int mBirdUpDis = Util.dp2px(getContext(), TOUCH_UP_SIZE);
private int mTmpBirdDis;
/**
* 鸟自动下落的距离
*/
private final int mAutoDownSpeed = Util.dp2px(getContext(), 2);
/**
* 两个管道间距离
*/
private final int PIPE_DIS_BETWEEN_TWO = Util.dp2px(getContext(), 300);
/**
* 记录移动的距离,达到 PIPE_DIS_BETWEEN_TWO 则生成一个管道
*/
private int mTmpMoveDistance;
/**
* 记录需要移除的管道
*/
private List<Pipe> mNeedRemovePipe = new ArrayList<Pipe>();
/**
* 处理一些逻辑上的计算
*/
private void logic()
{
switch (mStatus)
{
case RUNNING:
mGrade = 0;
// 更新我们地板绘制的x坐标,地板移动
mFloor.setX(mFloor.getX() - mSpeed);
logicPipe();
// 默认下落,点击时瞬间上升
mTmpBirdDis += mAutoDownSpeed;
mBird.setY(mBird.getY() + mTmpBirdDis);
// 计算分数
mGrade += mRemovedPipe;
for (Pipe pipe : mPipes)
{
if (pipe.getX() + mPipeWidth < mBird.getX())
{
mGrade++;
}
}
checkGameOver();
break;
case STOP: // 鸟落下
// 如果鸟还在空中,先让它掉下来
if (mBird.getY() < mFloor.getY() - mBird.getWidth())
{
mTmpBirdDis += mAutoDownSpeed;
mBird.setY(mBird.getY() + mTmpBirdDis);
} else
{
mStatus = GameStatus.WAITTING;
initPos();
}
break;
default:
break;
}
}
/**
* 重置鸟的位置等数据
*/
private void initPos()
{
mPipes.clear();
//立即增加一个
mPipes.add(new Pipe(getContext(), getWidth(), getHeight(), mPipeTop,
mPipeBottom));
mNeedRemovePipe.clear();
// 重置鸟的位置
// mBird.setY(mHeight * 2 / 3);
mBird.resetHeigt();
// 重置下落速度
mTmpBirdDis = 0;
mTmpMoveDistance = 0 ;
mRemovedPipe = 0;
}
private void checkGameOver()
{
// 如果触碰地板,gg
if (mBird.getY() > mFloor.getY() - mBird.getHeight())
{
mStatus = GameStatus.STOP;
}
// 如果撞到管道
for (Pipe wall : mPipes)
{
// 已经穿过的
if (wall.getX() + mPipeWidth < mBird.getX())
{
continue;
}
if (wall.touchBird(mBird))
{
mStatus = GameStatus.STOP;
break;
}
}
}
private void logicPipe()
{
// 管道移动
for (Pipe pipe : mPipes)
{
if (pipe.getX() < -mPipeWidth)
{
mNeedRemovePipe.add(pipe);
mRemovedPipe++;
continue;
}
pipe.setX(pipe.getX() - mSpeed);
}
// 移除管道
mPipes.removeAll(mNeedRemovePipe);
mNeedRemovePipe.clear();
// Log.e("TAG", "现存管道数量:" + mPipes.size());
// 管道
mTmpMoveDistance += mSpeed;
// 生成一个管道
if (mTmpMoveDistance >= PIPE_DIS_BETWEEN_TWO)
{
Pipe pipe = new Pipe(getContext(), getWidth(), getHeight(),
mPipeTop, mPipeBottom);
mPipes.add(pipe);
mTmpMoveDistance = 0;
}
}
@Override
public boolean onTouchEvent(MotionEvent event)
{
int action = event.getAction();
if (action == MotionEvent.ACTION_DOWN)
{
switch (mStatus)
{
case WAITTING:
mStatus = GameStatus.RUNNING;
break;
case RUNNING:
mTmpBirdDis = mBirdUpDis;
break;
}
}
return true;
}
public GameFlabbyBird(Context context)
{
this(context, null);
}
public GameFlabbyBird(Context context, AttributeSet attrs)
{
super(context, attrs);
mHolder = getHolder();
mHolder.addCallback(this);
setZOrderOnTop(true);// 设置画布 背景透明
mHolder.setFormat(PixelFormat.TRANSLUCENT);
// 设置可获得焦点
setFocusable(true);
setFocusableInTouchMode(true);
// 设置常亮
this.setKeepScreenOn(true);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
initBitmaps();
// 初始化速度
// mSpeed = Util.dp2px(getContext(), 2);
mPipeWidth = Util.dp2px(getContext(), PIPE_WIDTH);
}
/**
* 初始化图片
*/
private void initBitmaps()
{
mBg = loadImageByResId(R.drawable.bg1);
mBirdBitmap = loadImageByResId(R.drawable.b1);
mFloorBg = loadImageByResId(R.drawable.floor_bg2);
mPipeTop = loadImageByResId(R.drawable.g2);
mPipeBottom = loadImageByResId(R.drawable.g1);
mNumBitmap = new Bitmap[mNums.length];
for (int i = 0; i < mNumBitmap.length; i++)
{
mNumBitmap[i] = loadImageByResId(mNums[i]);
}
}
@Override
public void surfaceCreated(SurfaceHolder holder)
{
Log.e("TAG", "surfaceCreated");
// 开启线程
isRunning = true;
t = new Thread(this);
t.start();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height)
{
Log.e("TAG", "surfaceChanged");
// TODO Auto-generated method stub
}
@Override
public void surfaceDestroyed(SurfaceHolder holder)
{
Log.e("TAG", "surfaceDestroyed");
// 通知关闭线程
isRunning = false;
}
@Override
public void run()
{
while (isRunning)
{
long start = System.currentTimeMillis();
logic();
draw();
long end = System.currentTimeMillis();
try
{
if (end - start < 50)
{
Thread.sleep(50 - (end - start));
}
} catch (InterruptedException e)
{
e.printStackTrace();
}
}
}
private void draw()
{
try
{
// 获得canvas
mCanvas = mHolder.lockCanvas();
if (mCanvas != null)
{
// drawSomething..
drawBg();
drawBird();
drawPipes();
drawFloor();
drawGrades();
}
} catch (Exception e)
{
} finally
{
if (mCanvas != null)
mHolder.unlockCanvasAndPost(mCanvas);
}
}
private void drawFloor()
{
mFloor.draw(mCanvas, mPaint);
}
/**
* 绘制背景
*/
private void drawBg()
{
mCanvas.drawBitmap(mBg, null, mGamePanelRect, null);
}
private void drawBird()
{
mBird.draw(mCanvas);
}
/**
* 绘制管道
*/
private void drawPipes()
{
for (Pipe pipe : mPipes)
{
// pipe.setX(pipe.getX() - mSpeed);
pipe.draw(mCanvas, mPipeRect);
}
}
/**
* 初始化尺寸相关
*/
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh)
{
super.onSizeChanged(w, h, oldw, oldh);
mWidth = w;
mHeight = h;
mGamePanelRect.set(0, 0, w, h);
// 初始化mBird
mBird = new Bird(getContext(), mWidth, mHeight, mBirdBitmap);
// 初始化地板
mFloor = new Floor(mWidth, mHeight, mFloorBg);
// 初始化管道范围
mPipeRect = new RectF(0, 0, mPipeWidth, mHeight);
Pipe pipe = new Pipe(getContext(), w, h, mPipeTop, mPipeBottom);
mPipes.add(pipe);
// 初始化分数
mSingleGradeHeight = (int) (h * RADIO_SINGLE_NUM_HEIGHT);
mSingleGradeWidth = (int) (mSingleGradeHeight * 1.0f
/ mNumBitmap[0].getHeight() * mNumBitmap[0].getWidth());
mSingleNumRectF = new RectF(0, 0, mSingleGradeWidth, mSingleGradeHeight);
}
/**
* 绘制分数
*/
private void drawGrades()
{
String grade = mGrade + "";
mCanvas.save(Canvas.MATRIX_SAVE_FLAG);
mCanvas.translate(mWidth / 2 - grade.length() * mSingleGradeWidth / 2,
1f / 8 * mHeight);
// draw single num one by one
for (int i = 0; i < grade.length(); i++)
{
String numStr = grade.substring(i, i + 1);
int num = Integer.valueOf(numStr);
mCanvas.drawBitmap(mNumBitmap[num], null, mSingleNumRectF, null);
mCanvas.translate(mSingleGradeWidth, 0);
}
mCanvas.restore();
}
/**
* 根据resId加载图片
*
* @param resId
* @return
*/
private Bitmap loadImageByResId(int resId)
{
return BitmapFactory.decodeResource(getResources(), resId);
}
}
MainActivity代码
package com.zhy.surfaceViewDemo;
import com.zhy.view.GameFlabbyBird;
import android.app.Activity;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class MainActivity extends Activity
{
GameFlabbyBird mGame;
@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
requestWindowFeature(Window.FEATURE_NO_TITLE);
mGame = new GameFlabbyBird(this);
setContentView(mGame);
}
}
代码下载
参考链接
Android SurfaceView实战 带你玩转flabby bird (上) - Hongyang - 博客频道 - CSDN.NET
Android SurfaceView实战 带你玩转flabby bird (下) - Hongyang - 博客频道 - CSDN.NET